OpenPype global tools
Publishing Alembic Cameras
You can publish baked camera in Alembic format. Select your camera and go OpenPype -> Create and select Camera (abc).
This will create Alembic ROP in out with path and frame range already set. This node will have a name you've
assigned in the Creator menu. For example if you name the subset
Default, output Alembic Driver will be named
cameraDefault. After that, you can OpenPype -> Publish and after some validations your camera will be published
Publishing Composites - Image Sequences
You can publish image sequence directly from Houdini. You can use any
cop network you have and publish image
sequence generated from it. For example I've created simple cop graph to generate some noise:
If I want to publish it, I'll select node I like - in this case
radialblur1 and go OpenPype -> Create and
select Composite (Image Sequence). This will create
/out/imagesequenceNoise Composite ROP (I've named my subset
Noise) with frame range set. When you hit Publish it will render image sequence from selected node.
Publishing Point Caches (alembic)
Publishing point caches in alembic format is pretty straightforward, but it is by default enforcing better compatibility
with other DCCs, so it needs data do be exported prepared in certain way. You need to add
path attribute so objects
in alembic are better structured. When using alembic round trip in Houdini (loading alembics, modifying then and
then publishing modifications),
path is automatically resolved by alembic nodes.
In this example, I've created this node graph on sop level, and I want to publish it as point cache.
connectivity will add index for each primitive and
primitivewrangle1 will add
path attribute, so it will
be for each primitive (
sphere2) as Maya is expecting -
path attribute is up to you, this is just an example.
Now select the
output0 node and go OpenPype -> Create and select Point Cache. It will create
Work in progress
This part of documentation is still work in progress.
USD (experimental support)
You can publish your Solaris Stage as USD file.
This is very simple test stage. I've selected
output lop node and went to OpenPype -> Create where I've
selected USD. This created
/out/usdDefault USD ROP node.
Publishing USD render
USD Render works in similar manner as USD file, except it will create USD Render ROP node in out and will publish images produced by it. If you have selected node in Solaris Stage it will by added as lop path to ROP.
Publishing VDB files works as with other data types. In this example I've created simple PyroFX explosion from
pyro_import I've converted the volume to VDB:
vdb1 and went OpenPype -> Create and selected VDB Cache. This will create
geometry ROP in
/out and sets its paths to output vdb files. During the publishing process
whole dops are cooked.
Publishing Houdini Digital Assets (HDA)
You can publish most of the nodes in Houdini as hda for easy interchange of data between Houdini instances or even other DCCs with Houdini Engine.
Simply select nodes you want to include in hda and go OpenPype -> Create and select Houdini digital asset (hda). You can even use already existing hda as a selected node, and it will be published (see below for limitation).
HDA Workflow limitations
As long as the hda is of same type - it is created from different nodes but using the same (subset) name, everything
is ok. But once you've published version of hda subset, you cannot change its type. For example, you create hda Foo
from Cube and Sphere - it will create hda subset named
hdaFoo with the same type. You publish it as version 1.
Then you create version 2 with added Torus. Then you create version 3 from the scratch from completely different nodes,
but still using resulting subset name
hdaFoo. Everything still works as expected. But then you use already
existing hda as a base, for example from different artist. Its type cannot be changed from what it was and so even if
it is named
hdaFoo it has different type. It could be published, but you would never load it and retain ability to
switch versions between different hda types.
When you load hda, it will install its type in your hip file and add published version as its definition file. When you switch version via Scene Manager, it will add its definition and set it as preferred.