I would like to export physics assets from omniverse create (blast extention) to unreal engine 4. Is there a way to do that?
Hi @Catering, I’m on the Blast team. We are currently wrapping up work to put a USD schema around the destruction/Blast system. Once that is in place we will document it so it will be possible to make a UE4 importer.
If you just want the fractured pieces, you can save the scene out in USD and import that to get the fractured pieces. I don’t have any experience with UE4, so I’m not sure how that would map to destruction in UE4 though, sorry.
Ok, thanks for the reply.
Hi @EricArnold .
The physics simulations/animations from Omniverse can be used in UE ?
If they are only used for simulation in Omniverse than what would be the point to create animations. joints and so on in Omniverse and not in UE or other app ?
I do not find a guide on this but for sure a short answer would help ;)
Ty
Hi @user134593! I am checking with the team. As for Unreal, the last I heard was that the development team is working on exporting Blast simulations for Unreal. What other applications would you like to export simulations/animations to? Omniverse Create supports animation from tools like Maya, Unreal, 3ds max and supports features like animation clips, skeletal animation, animation caches and blend shapes.
Here are some links that might help!
The goal in general with Omniverse and USD is to make scenes portable between different apps. In a case like Blast, that would require custom code on the UE side since we created a new schema to describe our data. Simulating Blast in UE would be a lot more work as that would also mean integrating the Blast runtime SDK code.
The physics simulation team has been working to standardize things, and there are people actively working on UE integration. I’m less sure what the state of animation is, but as I said the overall goal of what we are doing is to make content portable between apps.
Sorry I can’t give more details than that, my focus is pretty limited to Blast right now. You might want to check out the Discord channels for more info. There is a lot of active discussion going on there and someone might be able to better answer your specific questions.
That is, in essence, Omniverse is a half-useless thing, since all simulations created inside Omniverse: smoke, fire, water, particles are ABSOLUTELY and Completely not transferable to other 3D packages.
That is, the words about the fact that Omniverse unites all 3D packages is just a lie.
That is, the words about the fact that Omniverse unites all 3D packages is just a lie.
this is my unpopular opinion, so feel free to discard it - i feel that’s an overhanded remark; BUT one where i could understand where it’s coming from.
the premise of the whole pitch, to me at least, is to allow users to work/collaborate at the same time with a heavy emphasis on interoperability between other packages. but as a user, I have to remind myself that this promise has to rely on the adaptation and robustness of OpenUSD. not to mention the additional implementation within various packages including OV that support USD. For example, as a 3DS Max user, I can’t help but see discrepancies between its USD plugin vs Maya’s; and that’s just within ADSK. and, as a non software developer, i could tell it’s a steep hill to climb and will require time to mature. another tangent on unification with standards - look at the packages using Z-up vs Y-up still. i don’t work with simulation data a lot, so i am inclined to reserve my opinion but have came across other users asking for those type of data to be made more transferable.
anyway, i do feel myself having to choose where OV fits inside my pipeline given the current state of its USD implementation. either i…1) choose to value OV’s physx engine or shader MDL and treating it as my finalizing package or 2) use OV as an inbetween to construct USD assets with interoperability that has already been established such as composition arcs and are supported by other DCCs. some may argue the varieties of OV connectors is just the starting point to ease the process of getting more users to funnel into OV as opposed to moving the data outwards. sure, there are some bi-directional connectors, but most are still uni-directional and impedes efficiency (unless i havent been using them correctly, which is probably).
that said, i can only hope with time and huge resources the company has would allow the development team behind OV to flourish. but, for now, i personally am staying cautiously optimistic and not trying to treat the promise as a fully realized dream to manage my expectations.
my 2c
@ramylebo1981 let me explain the logic here. USD Composer is a fully compliant application for all standard usd code. That is anything fully supported by the AOUSD council, we support and are working very hard to make sure we can import, export and create usd compliant files. However, all of those great simulations, smoke, fire, water, particles, are OUR own FLOW system. They are proprietary to Omniverse and Nvidia. We are under no obligation to make that exportable. Asking this is like asking other companies to make their own features fully compatible in all other software. Would you ask Epic to make Nanite and Lumen fully exportable to other software ? This is unreasonable.
Thanks for the answer, now I understand.
However, if I understand correctly, PhysX is released into a common database under the BSD-3 license and anyone can use it, that is, “all of those great simulations, smoke, fire, water, particles” - all of this is supported by PhysX, which is in OpenSource and BSD-3 and anyone can use it, do I understand correctly or not?
No. None of those use PhysX. That is all brand new code called FLOW.
What exactly is “no”?
Here is the text from the Nvidia PhysX github:
“This repository contains source releases of the PhysX, Flow, and Blast SDKs used in NVIDIA Omniverse.” (c) BSD-3-Clause license
I repeat:
– “if I understand correctly, PhysX is released into a common database under the BSD-3 license and anyone can use it, that is, “all of those great simulations, smoke, fire, water, particles” - all of this is supported by PhysX, which is in OpenSource and BSD-3 and anyone can use it, do I understand correctly or not?”
What exactly does “no” mean in your answer?
This is not a license question or answer. This is a question of USD compatibility right ? That was the original question. We cannot guarantee fully compatible realtime simulations to be exported through usd files, that will open in other software. I hope that closes the issue for you.
Omniverse is a developer’s platform, so feel free to download source code and open source SDKs and built your own kit app.