How It Was Created

The following videos will demonstrate some of the techniques employed to build this scene. This will explain a basic workflow for adding complex objects, variants, and physics to your scenes!

In this video we use Adobe Substance 3D Painter to create materials for our boxes and pallet. We use the Connector to live sync Adobe Substance 3D Painter to NVIDIA Omniverse Create to see material changes in context. Finally, we use layer configurations to add texture details to models of cardboard packages stacked in a warehouse.

Key Takeaways

  • Gaining knowledge of the materials and texture creation in Adobe Substance 3D Painter

  • Using the Omniverse Connectors to update textures and material changes live in Omniverse Create

Tracklist

  • 00:00 - 00:49 Overview of Omniverse Launcher

  • 00:50 - 02:12 Editing UVs with Autodesk 3ds Max

  • 02:13 - 02:15 Exporting FBX and USD files from Autodesk 3ds Max using theOmniverse Connector

  • 03:00 - 03:26 Introduction to Adobe Substance 3D Painter

  • 03:27 - 04:05 Project Configuration and Connector Setup

  • 04:06 - 05:00 Introduction to Omniverse Create and adding Painter Extensions

  • 05:01 - 06:45 Modifying layers and adding environment maps to match views

  • 06:48 - 07:20 Customizing Painter Brushes and painting on 3D models

  • 07:25 - 07:44 Conclusion

This third video explores layout variations and previsualization for the collection of props used in the Warehouse Project. We will start by arranging boxes and pallets in various configurations to add visual style and complexity to a scene. Then use the Autodesk 3ds Max Connector for live updates of the NVIDIA Omniverse stage while evaluating design choices.

Key Takeaways

  • Key knowledge for using and managing a layered scene structure in Omniverse

  • Basic modeling workflow using Autodesk 3ds Max to build project assets

  • Making creative decisions by creating visual variants and using Live Sync to evaluate design choices

Tracklist

  • 00:00 - 00:14 Configuring nine different variations of pallet and box arrangements

  • 00:15 - 00:27 Importing file from Adobe Substance 3D Painter to begin configuring

  • 00:28 - 01:30 Aligning pivot points on assets to maximize placement methods

  • 01:31 - 02:25 Arranging boxes on the nine pallets in different configurations

  • 02:26 - 05:00 Aligning all pallet versions to a dummy object and creating OmniVariants

  • 05:05 - 06:10 Exporting geometry to USD and Omniverse Create using the Autodesk 3ds Max Connector

  • 06:15 - 07:37 Viewing Variants in Omniverse Create using Live Sync

  • 07:40 - 10:05 Adding Physics Behavior to the boxes and pallets

  • 10:05 - 10:05 Updating master materials layer to manage subsequent texture updates

  • 13:30 - 13:49 Conclusion

This fourth video illustrates the layout workflow used for the warehouse scene. Combinations of package box assets, and pallets on shelf racks, will be arranged in the warehouse building to make the best use of the physical space.

Key Takeaways

  • Understanding previsualization (previs) and layout workflow for a dynamic animated scene.

  • Gain knowledge of Omniverse Live Sync, physics setups, and simulation testing iteration.

Tracklist

  • 00:00 - 00:15 Introduction

  • 00:16 - 01:30 Exporting shelf units from Autodesk 3ds Max and adding physics in Omniverse Create

  • 01:30 - 02:45 Assembling shelves and pallets in Create and choosing Variant placement

  • 02:46 - 03:40 Testing physics and adjusting placement to maximize physics behavior

  • 03:45 - 04:45 Continuing to randomize the arrangements of pallets and boxes on shelf stacks

  • 04:48 - 06:05 Testing physics behavior of a single rack of pallets and saving master rack file

  • 06:06 - 10:58 Building the layout of the warehouse set

  • 11:04 - 12:30 Checking the layout and adding copies of shelf racks using Live Sync

  • 12:30 - 13:30 Testing physics behavior for a sampling of placed shelf racks

  • 13:30 - 14:15 Complete layout of shelf racks and review design of final configuration

  • 14:16 - 15:38 Saving individual layers and experimenting with crashing physics in the scene

  • 15:39 - 16:00 Conclusion

This fifth video guides you through creating efficient physics simulations by making smart collision shapes for rigid bodies. You will also experiment with different physics behaviors and understand what parameters make for the best possible results.

Key Takeaways

  • Understanding collision concepts for simulation of rigid body dynamics

  • Experimenting with dynamic attributes to achieve a variety of effects with simulations

Tracklist

  • 00:00 - 00:32 Overview

  • 00:33 - 02:33 Adding Warehouse Collider Layer to create collider shapes for stage structure

  • 02:35 - 03:50 Creating impulse box objects and adding velocity to create physics effects

  • 03:55 - 04:40 Experimenting with Mass values to fine tune the visual effect of the destruction

  • 04:45 - 05:25 Duplicating the first impulse shape to increase the impact of the collision

  • 05:27 - 05:47 Conclusion

This video shows you how to add lamps to the warehouse environment and use rigid body joints to add a swinging motion to the lamps hanging from the ceiling.

Key Takeaways

  • Learn about more complex rigid body setups and the specific challenges of simulating a different type of behavior

  • Re-use existing assets already set up and modify certain attributes to meet the requirement for behaving properly in a different scenario

Tracklist

  • 00:00 - 00:12 Overview

  • 00:13 - 01:03 Exporting lamps on longer chords from Autodesk 3ds Max

  • 01:04 - 01:32 Combining layers in Create to make Lamp assemblies

  • 01:33 - 03:25 Adding Materials to the lamp geometry in Omniverse Create

  • 03:25 - 06:13 Adding physics properties to the lamp parts to create multiple swing pivots

  • 06:15 - 07:00 Refining the swinging action using damping on the simulation

  • 07:00 - 08:35 Creating lamps with longer chords from the short chord version

  • 08:40 - 11:20 Placing the lamps as a layer into the warehouse stage

  • 11:30 - 13:30 Correcting length of chords on the Long Lamp layer using Live Sync

  • 13:35 - 15:45 Modifying pivot point on attachment for lamps with long chord

  • 15:45 - 17:00 Populate warehouse with all swinging lamps

  • 17:00 - 17:33 Conclusion

This seventh video covers some of the more useful rendering techniques and settings to add more atmosphere and post-processing effects to your scene.

Key Takeaways

  • Learn about using render settings and post-processing effects

  • Add dramatic fog effects and volumetrics

Tracklist

  • 00:00 - 00:19 Overview

  • 00:20 - 01:20 Add distant light for sunlight and view using Path Tracing

  • 01:20 - 01:50 Render Settings and Ray Tracing

  • 01:52 - 03:30 Add Fog and Volumetric Effects

  • 03:31 - 04:10 Post Processing Options add more dramatic lighting from the lamps

  • 04:13 - 05:20 Adding Dynamic Environment changes time of day lighting

  • 05:22 - 06:00 Inspecting all rendering effects while playing simulation in real time

  • 06:01 - 06:43 Adding Bloom to final render and Conclusion

Now that a final render is complete, this next video guides you through the mechanics of manipulating cameras in a scene, adding multiple cameras, and creating a sequence of shots that can be viewed as an animatic using the NVIDIA Omniverse Sequencer.

Key Takeaways

  • Understanding camera navigation techniques in NVIDIA Omniverse Create

  • Creating a previs animatic using multiple cameras cut together in a sequence

Tracklist

  • 00:00 - 00:09 Overview

  • 00:10 - 01:20 Exploring camera navigation controls

  • 01:20 - 02:29 Camera creation and multiple ways of adding cameras to the scene

  • 02:29 - 03:18 Positioning Shot Cameras for Shot 001 and Shot 002

  • 03:19 - 03:58 Adding camera effects like focal length and focal distance to create depth of field

  • 03:58 - 05:44 Adding Camera for Shot 003 and animating the camera

  • 05:45 - 06:15 Adjusting the camera animation timing using the Curve Editor Window

  • 06:18 - 08:00 Creating a sequence using Create’s Sequencer

  • 08:01 - 08:24 Enabling the physics playback to time with the animated camera

  • 08:25 - 09:12 Rendering the sequence out to a movie file using Movie Capture

  • 09:12 - 09:34 Conclusion

This last video illustrates how to use Autodesk Maya to create a prop of a forklift animated on a curve and export the animation clip to NVIDIA Omniverse Create using the Autodesk Maya Connector. You will also learn to add a dynamic effect to make the forklift destroy shelf racks of boxes in the warehouse.

Key Takeaways

  • Animating an asset on a curve using Autodesk Maya

  • Exporting the animation to the warehouse scene in Omniverse Create using the Autodesk Maya Connector

Tracklist

  • 00:00 - 00:05 Overview

  • 00:06 - 00:35 Adding a forklift model as a layer in the warehouse

  • 00:37 - 01:23 Using Autodesk Maya, load a forklift into the scene

  • 01:24 - 01:54 Adding warehouse environment as a reference to animate against

  • 01:55 - 03:29 Creating curve for path of forklift and attaching forklift to curve

  • 03:30 - 04:05 Adjusting the timing of the animation on the curve using the Graph Editor

  • 04:05 - 05:20 Exporting the Animation Clip of the forklift to Create using the Maya Connector

  • 05:21 - 05:58 Importing the animation Clip onto the forklift in Omniverse Create

  • 06:00 - 08:13 Adding the dynamic impulse to occur when the forklift crashes into shelf racks

  • 08:13 - 08:40 Conclusion

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