Skip to content

Latest commit

 

History

History
47 lines (45 loc) · 4.51 KB

pxrcomparison.md

File metadata and controls

47 lines (45 loc) · 4.51 KB

This is a table comparing some of the features (mostly import/export functionality) of AL_USDMaya and Pixar's USDMaya plugin (roughly up to date at 15/10/2018). Thanks to Christopher Moore from Blue Sky Studios for making the first version of this

Feature Type Feature Description AL_USD PxrUSD Notes
Exporting
Animated Visibility yes yes
Camera yes yes
Filtering / Compressing
Duplicate Instances yes yes see AL_USDMaya docs
Merging Transforms yes yes see AL_USDMaya docs
Time Samples yes needs investigation pxr seems to have no compression flags
UVs yes needs investigation pxr seems to have no compression flags
Frame Samples / Sub-Frame Export yes yes see AL_USDMaya docs
Instancing yes yes
Lights no yes Pixar only supports RfM Lights. AL todo: Include Reference Translator for Maya Lights
Mesh
Topology and Point Positions yes yes
Varying Topology no yes
Indexed UVs yes yes
Color Sets (by default RGBA and faceVarying) yes yes AL_USD requires colorSet to be called displayColor ( displayOpacity is also supported ). See AL_USDMaya docs. pxrUSD has the same displayColor set requirement, however it handled the missing 'flood data' elegantly. multiple colorSets have not been tested yet*
Subdivision Edge and Vertex Creases yes yes
Dynamic Attributes yes yes
Metadata / extra attrs yes yes
NurbsSurface no yes
NurbsCurve yes yes Note: Not currently renderable in Hydra
BasisCurve no no Note: Renderable in Hydra
Particles no yes
Shaders no yes PxrUsd only supports RfM Shaders
Skin/Joints no yes PxrUsd has basic USDSkel support
Transforms yes yes
Importing
Lights no yes PxrUsd only supports RfM Lights
proxyShape yes yes Both have this implemented in similar ways ( at least from USD -> Hydra -> Viewport )
Supported Animation yes yes through time1 connection
Load Part of Stage yes yes yes, each plug-in has it's own way of importing 'fast' (ie: proxyShape), then diving down into transforms to interact with / update the usd stage (visible in the viewport )
Load / Switch Variants yes yes AL_USD supports this through listening to variant switches in the USD Stage. PxrUsd has a variantKey on the proxyShape, but that does not seem to work. However the pxrUsdReferenceAssembly nodes are sub-classes of kAssembly's and do offer the representation switching
Shaders no yes PxrUsd only supports RfM Shaders
Selecting / Editing
Constraint Based Workflows yes limited AL_USD has bi-directional constraint support, including access to constrain to individual elements of the USD Stage. PxrUSD has limitations due to the Assembly node and not having 'connect to prim' capability (out-of-the-box, might be possible through scripting and such )
Interface with Native USD no* no* not natively, but through custom commands / plugins ( pxrUsdReferenceAssembly or AL_usdmaya_Transforms or a proxyShape node to each USD Stage )
Layer Management yes no (not out-of-thebox) AL_USD serializes 'live layer data' so when artist re-opens maya session it opens the usd stage, then your local edits. Once task is complete, layer can be saved out and merged back to the usd stage/file ). PxrUSD seems to require full import / export from usd -> maya nodes, which can impact Maya performance
Partial Stage Selection yes yes
Variant Switching to Rigs yes no AL_USD has a schema for MayaReferences to allow to switch out to rig representations. PxrUSD, while it has slightly better UI to switch model/shading variants (mainly due to being a sub-class of an assembly node), does not have built-in support for switching to a rig variant
VP2 Selection from Stage to Outliner yes under investigation AL_USD has extra selection management going on, and hooks into it's ProxyShapeImportTransforms command. PxrUSD selection ( back to native dag nodes of some form) might not be possible this is being investigated
VP2 Selection of Stage yes no/ip see AL_USDMaya PR