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I think they are very much complimentary. This vastly oversimplifies things, but you can can almost think of gltf is to USD like PNG is to a Photoshop file. gl
by ykl 7y ago
I think they are very much complimentary. This vastly oversimplifies things, but you can can almost think of gltf is to USD like PNG is to a Photoshop file.
gltf is meant to be a 3D publishing format, whereas USD is meant to be an asset interchange format between DCC applications. gltf is very minimal in the amount of runtime processing required to interpret and display it (much of gltf can more or less be directly mapped into GL buffers), whereas USD includes an extremely powerful schema and composition system that is highly expressive but much more complex to interpret in its fullest form (meant for sending entire editable scenegraphs between, say, Maya and Houdini and Blender and Presto). Both formats are really great at what they’re meant to do.
I was somewhat surprised that Apple picked USD as the basis for their AR stuff, since gltf would have seen like a more natural fit. Maybe the fact that USD has taken the animation/VFX world by storm (many studios are shifting from proprietary internal interchange formats to USD en masse) helped Apple pick.
- arminiusreturns 7y agoThank you for the response and also very cool that the industry is moving towards open source formats. FBX is such a nightmare I'm happy to have moved all my assets to gltf.
- snuxoll 7y agoWould be nice if Epic included a proper gltf importer in UE4, there’s an open source one but it is functionally limited compared to Epic’s built-in importers. Blender does a good job of exporting FBX, but it’s nowhere near perfect since they can’t use Autodesk’s proprietary SDK.
- naikrovek 7y agoThere is one. Has been for a long while (1.5 years or so) if you signed up for the Unreal Studio beta and all of the Unreal Studio stuff came to vanilla Unreal Engine in 4.24.
- snuxoll 7y agoThe datasmith gltf importer is still flagged experimental.
- arminiusreturns 7y agoThis was one of the reasons I moved to godot, among many, many others.