Several beginner questions please

Hi everyone,

I have so many questions that I will just post them toguether if you don’t mind.

1- How can I apply a texture as for example roughness and in the viewport choose to see only roughness?

2-Is it possible to adjust texture levels using nodes or any other method? Being able to tweak texture levels on the fly and blend them together using operations like Multiply, etc., is absolutely essential.

3-I saw in some YouTube videos that there should be a tab here called “Scenes” (or something similar), which contains some sample scenes for Omniverse Composer.
image

4-Does Omniverse support subdivision surfaces? how?

5-Any plans for a proper composer tool so we can do some post directelly with the passes, etc inside omniverse?

6-Is there a public roadmap for Omniverse, specially for the visualisation part, composer,etc?

Thank you

Thanks for the questions.

  1. You cannot do this, I am sorry. Not unless that is the ONLY texture applied. We do not support single channel viewing. It is just the whole output in realtime.
  2. Yes, we support changing parameters in the properties panel, with or without going through the MDL graph and the node interface. You can directly adjust the values, or you can select a node out of the MDL graph and do the same. We support a lot of node operations. You should look through the node list in the MDL editor.
  3. Yes there should be a great deal of assets there in the Nvidia Asset tab. There are just single assets. If you want full scenes, you have “Showcases” right next to that.
  4. Omniverse does very little with geometry by design. We import meshes and that is it. No nurbs, no subdivision surfaces, no live variables. That all needs to be done in your external application first. We do use it, because we do not need it. Our engine is so fast you can just bring in any amount of geometry. There is no need for “low and high” settings. Just bring it in at max density.
  5. No there are no plans for this. That would be more of a vfx workflow tool. We are not that. We are a realtime physically accurate simulation platform for engineers. That is outside our scope. Although we support some passes through using our slower pathtracing renderer and AOVs, we encourage everything to be done directly in realtime through our realtime renderer, without post, or passes. Just directly “in viewport”.
  6. There is no public roadmap for USD Composer, because it is not our focus. USD Composer is not an application, but just a “demonstration sample” for Omniverse and kit in general, which we call a template. You build it, to modify it to your own needs. Therefore we do not align well with a public roadmap.

From your questions, may I ascertain that you are in the “traditional vfx rendering” area. I would say welcome, but also please do not expect Omniverse to be that well aligned to that Industry. We are heavily focused on python developers, engineers, and manufacturing, all with a specific focus on realtime visualization and simulation. Therefore the templates reflect that focus. If you need massive, complex engineering scenes, simulated and visualized in realtime, with super accurate lighting and physics, you are in the right place.