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OpenWalter is a suite of USD plugins for Arnold, Houdini, Katana, Maya and USD

Home Page: https://www.rodeofx.com/en/news/walter

License: Other

Makefile 4.08% Python 10.55% CMake 4.46% C++ 53.85% C 0.30% Mathematica 26.69% Shell 0.07%
usd arnold houdini katana maya alembic

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openwalter's Issues

Walter build using shared libraries

At the beginning of the Walter project, we decided to go the static way to avoid libraries conflicts with the ones included in DCCs (mainly boost and tbb). However, it should be possible to use shared libraries if we spend enough time on the problem :).
There are some benefits with static libs, but also issues. For example if Walter was using shared libraries, its build system could be much smaller (and then easier to port to Windows). You could just link with your already installed OpenEXR, Alembic, etc... libraries. Also some part of Walter could be more easy to merge in USD main repo for example.
At Rodeo FX this is something we would like to do, but since our static build system is working for us, it is not the top priority (we are focusing on our USD pipeline currently).
So I think it would be a very good idea to start working on the "shared library option" as an open project first.
The starting point would be to link walterUsdExtras library dynamically with USD libraries.
Walter USD schemas, resolver and file format plugins will need to be installed as standard USD plugins.
Finally, we need to remember that some dependencies (currently statically build) are patched. So even when we will be able to link dynamically, the Walter build system will still need to include the build of a couple of patched libraries (thinking about Boost and Alembic ones for example).

Houdini 17 support

Hello,
I was trying to use Walter with Houdini 17 but without much success. Please is Houdini 17 also supported? Or can I build Walter in a way that it will support Houdini 17? Thank you very much and have a nice day :)

Add other render engine

the arnold integration is great, but it could be interesting to have some other major render engines, as renderman

best

Unable to open scenes with walter nodes using mayapy

Whenever I try to open a maya scene that contains a walter node with mayapy, it crashes. This is reproducable by creating a walter node in an empty maya scene, saving, and then from another terminal running mayapy: import pymel.core as pm; pm.openFile(myfile, f=True, prompt=False)

I'll try to work around it using mel, but nothing else in or pipeline is mel, so it's a bit of a pain.

Thanks
-Espen

Walter 1.2.1 Menu item?

Based on your videos showcasing Walter. Once installed I do not get a Walter menu in the top portion of Maya 2018, is this correct? I'm assuming because the videos are presented in Maya 2019, we will have to wait for a more current build to support some of these features. I can only access Walter via the Create / Walter Standin.

Can't render Kitchen data set from Pixar

Version: openwalter 1.0.1 (from release page)
OS: Centos 7.4.1708
Maya Version: 2018.3
MtoA Version: 3.0.1.1

Description

Arnold abort when trying to render USD Kitchen Set from Pixar.

Steps to Reproduce

Debug Log

[mtoa.translator]  walterMtoATranslator: Maya node walterStandinShape1(walterStandin) does not have attribute aiSelfShadows to match parameter self_shadows on Arnold node walterStandinShape1(walter).
[mtoa.translator]  walterMtoATranslator: Maya node walterStandinShape1(walterStandin) does not have attribute aiOpaque to match parameter opaque on Arnold node walterStandinShape1(walter).
PreMenvPosingRefPose: poorly typed user-define -- too few parameters: varying
AiArrayConvert: unable to allocate array
anon:0x2b84a00a0690:anonymous1443559516.usda:/Kitchen_set/Arch_grp/Kitchen_1/Geom/Windows_Frame/WindowStill/Window_Frame_Arch/pCube79: varying user data is missing list array or is not an array -- disabling user-data 'PreMenvPosingRefPose'

Unable to assign shaders with namespace in Maya

It looks like whenever I try to assign a material with a colon in the name (ie, with a namespace), Maya insta crashes. I tried with a few different assets and it seems consistent, so hopefully it's reproducible on your end.

Thanks,
-Espen

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