Omni-Live Functionality

Hello, I’m sorry If I’m asking a question that has already been answered. I’m curious what happened to the OmniLive/Live Sync component of the Nucleus connectors for software like Maya, Unreal Engine, and Substance Painter? I’ve had it working with Maya 2022, Unreal Engine 5.3, and Substance Painter 8.3. I can’t find any information on how to achieve similar functionality with more modern versions of those software (and other DCC software primarily used for entertainment media).

Thanks in advance!

@kortareh i am just another user and a lot of my inputs are mine alone, so feel free to take it with a grain of salt. but in short, it will no longer be supported after Oct 1st; the last versions can still be found under legacy tools, though, if you’d still like to access them:

my personal experience is that whilst some of the connectors may still work (in part) in newer version of said DCC, most connectors could stop working entirely due to lack of support. i can’t speak on behalf of the dev team, but this could have been a deliberate decision to move away from the livesync workflow.

it’s a shift in many industries to adapt and standardize OpenUSD given its robustness and universal nature. so from that point of view, keeping up with growing number of DCC developments and releases does not sound feasible in the long run. in hindsight, i would even argue that as convenient as those connectors were, they were created as a way for NVIDIA to bridge these tools to get the ball rolling on OpenUSD while industries/companies catch on and incorporate it into the DCCs (like how FBX is). and as industries adapt, it would be a good idea to avoid any conflicts between native and external connectors developed by 3rd party.

now, the suggested data flow when working with OpenUSD is to rely on native implementation inside DCC packages for exports before bringing USD files into OV as is (Blender, Autodesk, Epic Games, and Adobe all have made great progress over just the last few years). to relegate the task of USD implementation would allow the NVIDIA dev to focus on the core experience of OV itself.

my 2c

Connectors are no longer required, because so many applications now support native usd in and out. Houdini, Maya, Max, Sketchup etc. Simply export the files as usd. For live sync this will still be possible with an enterprise stack, but we didn’t find live workflow as beneficial as just exporting the data and working with it in kit.

I appreciate the responses! I’m doing my honours research on the implementation of USD in small and medium studios, and the live preview of materials from substance painter in Unreal Engine was of particular interest. Do you have any documentation you would recommend on the enterprise stack?

Let me find out more about it. Is a may not be ready yet.

“live preview of materials from substance painter in Unreal Engine” ? You mean the live preview of substance and unreal in Omniverse, correct?

Kind of? I’ve linked older versions of Substance Painter and Unreal Engine through Omniverse Composer, same as this video: https://www.youtube.com/watch?v=qFcpJSLQaG4&pp=ygUadW5yZWFsIHN1YnN0YW5jZSBvbW5pdmVyc2U%3D

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