I am working on some tools to help get lights out of unreal and into various DCCs. I saw that clarisse 4.0 lets you reference a usd file via File -> reference -> file. However, when I give that my USD file coming out of unreal something goes wrong. What I get in my clarisse project is a just a UsdXform at the origin and no light.
Here is the usd file I am using:
- Code: Select all
#usda 1.0
(
defaultPrim = "Root"
endTimeCode = 0
metersPerUnit = 0.009999999776482582
startTimeCode = 0
upAxis = "Z"
)
def Xform "Root"
{
def SphereLight "PointLight"
{
color3f inputs:color = (0.0021246888, 1, 0.002428216)
float inputs:colorTemperature = 6500
bool inputs:enableColorTemperature = 0
float inputs:exposure = 0
float inputs:intensity = 80000
float inputs:radius = 0
bool treatAsPoint = 1
token visibility = "inherited"
matrix4d xformOp:transform = ( (2.384185791015625e-7, -0.9999997615814209, -5.960464477539063e-8, 0), (-5.960464477539063e-8, 1.7881393432617188e-7, 0.9999997615814209, 0), (-0.9999997615814209, 0, 1.7881393432617188e-7, 0), (40, 100, 70, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
}
I am currently testing this by exporting the usd file out of unreal 4.27.1 and bringing it in to clarisse 4.0.
I don't know when the studio I work at will switch to clarisse 5.0, so I'm sure that has USD improvements, but if I can find a solution that doesn't involve 5.0 it would be great.
Thank you
Chris