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https://forum.aousd.org/t/asset-structure-ref-variantset-payloads/2000

Asset_structure_ref_variantSet_payloads

Hi alls, I’m new in this forum, so it’s a first time! Hello USD wolrd :slight_smile: I’m building an asset structure right now and I’ve reach a point that question me around the idea that a good way to handle shot comp…



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Asset_structure_ref_variantSet_payloads

https://forum.aousd.org/t/asset-structure-ref-variantset-payloads/2000

Hi alls, I’m new in this forum, so it’s a first time! Hello USD wolrd :slight_smile: I’m building an asset structure right now and I’ve reach a point that question me around the idea that a good way to handle shot comp…



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https://forum.aousd.org/t/asset-structure-ref-variantset-payloads/2000

Asset_structure_ref_variantSet_payloads

Hi alls, I’m new in this forum, so it’s a first time! Hello USD wolrd :slight_smile: I’m building an asset structure right now and I’ve reach a point that question me around the idea that a good way to handle shot comp…

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      Hi alls, I’m new in this forum, so it’s a first time! Hello USD wolrd :slight_smile: I’m building an asset structure right now and I’ve reach a point that question me around the idea that a good way to handle shot comp…
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      Hi alls, I’m new in this forum, so it’s a first time! Hello USD wolrd 🙂 I’m building an asset structure right now and I’ve reach a point that question me around the idea that a good way to handle shot composition is to have all assets referenced in it and then use payloads inside the assets to load the actual renderable geometry or proxy. It would keep the composition of the shot itself simple (no problems of mixed priority with payloads and references) and also it may optimise th...
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