Omniverse, NVIDIA’s collaborative graphics platform, is now in public beta!
This release connects with Maya, Revit, Sketchup, Photoshop, Substance_*, and UE4.
We’ve been using Omniverse for our own demos for a few years now. They’re included, too. https://www.nvidia.com/en-us/design-visualization/omniverse/
This release connects with Maya, Revit, Sketchup, Photoshop, Substance_*, and UE4.
We’ve been using Omniverse for our own demos for a few years now. They’re included, too. https://www.nvidia.com/en-us/design-visualization/omniverse/
This release is LARGE. It contains a workflows for Robotics, Architecture, Real-Time VFX, an application SDK with native USD integration, an *excellent* renderer, a real-time server, Machine Learning tools and more stuff than fits in this tweet’s margins. https://blogs.nvidia.com/blog/2020/12/15/omniverse-open-beta-available/
Omniverse Kit (our application SDK) is by far the simplest way to create a native client for USD. It’s a modular system, scriptable in Python and C++, with all the Omniverse connection stack, our renderers (obviously), and 3D graphics building blocks. https://www.nvidia.com/en-us/on-demand/session/gtcfall20-a21222/
Omniverse comes with our open-source Material Definition Language (MDL). It’s a Physically-Based composable material system. It’s already integrated into some artist tools, like Substance Designer. https://www.nvidia.com/en-us/on-demand/session/omniverse2020-om1237/
Omniverse’s scenegraph runs on Universal Scene Description (USD), a graphics standard developed for collaboration, with a flexible renderer front-end called Hydra.
USD is the best design so far for scaling 3D scenegraphs beyond a single workstation.
USD is the best design so far for scaling 3D scenegraphs beyond a single workstation.