Introducing Snow Creator for Omniverse

This is a two part post. First to show you how my new site works.

https://snowcreator.datajuggler.com

Introducing Snow Creator

Second, I want to ask NVidia experts if there is any more efficient way of creating the snow files. The way Snow Creator works is it opens a USD template file with 1 sphere. I then use random numbers and duplicate the sphere x number of times.

This works, but a USDA file 6,000 pieces of snow (spheres) is 70 meg zipped and about 500 meg unzipped. You can add multiple files to a scene using the Fabric extension, but I would still like to know if there is some particle way or just a more efficient way of storing the data. Everything is exactly the same for each sphere, except the location and scale values, so it is very duplicative.

Thanks for any tips on how to improve the size and or performance.

interesting approach, @DataJuggler!

i can’t really comment on utilization or optimization of fabric because i have little experience with it thus far, but i am wondering whether saving as other format like USDC or USDZ would help with file sizes. my understanding is USDA is typically larger but with the benefit of it being more legible.

I am doing this in C#. I could save as a usdc, but under the hood it will be text. I don’t know how to convert the USDA to uSDC.

I don’t think it is a Fabric issue, I was just wondering about instancing, or if something along those lines could mean writing less text per sphere.

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