#I need help with understanding the asset replacement workflow

3 messages · Page 1 of 1 (latest)

misty cradle
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Hey peeps, I've been messing with omniverse create for a few days, and I think I'm lacking some fundamentals here. I've gone through the pinned posts, and I'm stuck on the following:

Any changes I make to let's say, a mat, replacing the albedo .dds, with an upscaled .dds file. This shows up in the authoring layer mod.usda, and also in-game. That's fine.

Then why do I read that I have to create a .usd for each change/asset if it's already working, and where do I put that? Does this also have something to do with with the non-existent asset path reference in omniverse? e.g. ./materials/mat_HASH.usd (clicking on this ref. turns the textbox red, as it doesn't exist)

This, combined with what Mark said about removing the original asset so that the game doesn't render both, is confusing me.

I'll be happy to RTFM if someone can point me to it, of course, thanks!

ebon eagle
# misty cradle Hey peeps, I've been messing with omniverse create for a few days, and I think I...

I think you are mixing stuff up
You dont have to create a new USD for each change, i think you read that wrong, im pretty sure they mean to convert meshes into USD files
Also about the asset path reference, the HASH here should be replaced with the asset hash, not literally mat_HASH

Again mark said that about replacing meshes, because you attach new meshes to the old ones not entirely replacing it. So if you dont want the original mesh to appear you can get rid of it completely

cold escarp