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Earthquake!
Building a pipeline to Destroy Los Angeles
in 2012
December 2009
Osiris Perez
Masuo Suzuki
Rito Trevino
Haarm-Pieter Duiker
Destroying Los Angeles for 2012
► Feature Film, Photoreal Quality Requirements
► Massive Number of Assets
• 5000+ in some scenes
► Multi Disciplinary/Application/Platform Workflow
• Layout, Animation, FX, Lighting, Compositing
o Maya, Houdini, Nuke
LAP 105
LAP 105
LAP 260
LAP 260
LAP 210
LAP 210
Bento: A Layout System
► Light weight
► Scalable
► Enable Parallel Workflows
Bento Implementation
► Python and SQL Database
 Core Python Module
 3d App Implementation: Multi-platform, Multi-application
 Maya, Nuke, Houdini
► XML throughout
 Easily to edit or troubleshoot during development
 Minimized database access
In Production: Asset Preparation
► Departments publish Components
 Published into database
 Added into Bento Asset
 Ex. Modeling, Texturing, Rigging, Lookdev
In Production: Parallel Shot Workflow
► First Layout publish creates a Shot Bento Box
► Shot Work ensues
 Animation, FX and Lighting do their work
 Anyone can touch anything
► Work is published into database
 New Components or versions of Components
o New versions of Asset Instances and Boxes
► Updates from other depts. reintegrated into scene
► Repeat until “Final!”
In Production: Updating in place
► Integrating updates essential to working in parallel
► Bento Updater
• Robust
o Rebuilding a scene with 5000+ assets is not fun
• Configurable
o Artists choose which updates to incorporate
• Safe
o Geometry, Bound Box, etc. live under the Bento Asset node
Moving Geometry Around
► Geometry had to be consistent in all packages
► Houdini’s .bgeo format used for interchange
 Proprietary support in Maya and Renderman
 Relatively simple format
 Polys and Subdivs
 Full geometry or animated point clouds
 Lots of primitive variables
Getting It to Render: geotor
► Renderman DSO that did many things
 Geometry
 Primitive variable mapping
 Motion Blur
 Material Assignments
 Texture Assignments
 Shader Parameters
► Fed directly by Bento Asset Component data
Bento Box: Groups of Elements
Bento Box: Groups of Elements
Bento Box: Groups of Elements
LAP 260
LAP 270
LAP 270
LAP 190
LAP 190
LAP 105
LAP 105
Conclusion
► We built a pipeline to handle multiple
 Applications
 Departments
 Platforms
 Shots
 Libraries
 Thousands of Assets
Pros and Cons
► Pros
 Light weight
 Scalable
 Multi application, Multi platform
► Cons
 Not all apps are created equal
 Lots of database writes
Thanks
► Konstantin Hristov
► Jonathan Gerber
► Mike Meckler
► Remy Torre
► Mohen Leo
► Phil Peterson
► The Lighting Team ► The FX Team
Bento Represents
► Represents
 Elements
 Transforms
 Hierarchies
Bento Updater
Bento Updater
Bento Updater
Bento Updater
Bento Updater
Bento Structures: Asset
► Collection of published Components
 All tracked in the database
► Asset Inheritance
 Shot Instances inherit from
 Central Asset
 Instances in other Shots or Libraries
 Components can be overridden
► XML versioned and tracked in the database
Bento Structures: Box
► Collection of published Assets and other Boxes
 Membership
 Placement
 Time Offsets
► Translate to and from DCC Apps
 Maya, Nuke, Houdini
► XML versioned and tracked in the database
Interactive Use
► Bento Asset Nodes
 Level of Detail
 Role
 Display Type
► Scenes containing 5000+ assets load quicky
Interacting with Assets
Interacting with Assets
Interacting with Assets
Interacting with Assets
Parallel Shot Workflow
Parallel Shot Workflow
Parallel Shot Workflow
Parallel Shot Workflow

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Building a pipeline to Destroy Los Angeles in 2012 - Siggraph Asia 2009

Editor's Notes

  1. Hello Thank you for having us hear at Siggraph Asia 2009. It’s an honor to have been invited.
  2. The Job Average asset shot count for all CG shots was 1000 DD tradition of FX, Animation, Lighting.
  3. Shot Examples 1 Live-action plate Projected onto Geometry in Nuke Central FX element CG Objects Trees, Cars, Characters Animated, Sim’ed, Lit Maya, Houdini, Maya
  4. Shot Examples 1 Live-action plate Projected onto Geometry in Nuke Central FX element CG Objects Trees, Cars, Characters Animated, Sim’ed, Lit Maya, Houdini, Maya
  5. Shot Examples 2 Fully CG Anim, Building Sims, Volumetric Renders Tons of Layers Maya, Houdini, Maya, Nuke Several thousand individual elements
  6. Shot Examples 2 Fully CG Anim, Building Sims, Volumetric Renders Tons of Layers Maya, Houdini, Maya, Nuke Several thousand individual elements
  7. Shot Examples 3 Fully CG Building Sims, Volumetric Renders, Massive Animation Maya, Houdini, Maya, Nuke
  8. Shot Examples 3 Fully CG Building Sims, Volumetric Renders, Massive Animation Maya, Houdini, Maya, Nuke
  9. Goals for Bento Bento Represents Elements Transforms Hierarchies
  10. Bento Data Hierarchy Bento Represents Elements Transforms Hierarchies
  11. Bento Data Hierarchy Bento Structures: Bento Asset Collection of Components for a Single Asset All Components are tracked in the database Ex. Model, Textures, Shaders, Anim Curves, Sims Geometry streams Asset Component list can be rebuilt from database Asset Inheritance Shot Instances inherit from Central Assets Definitions Single publish for Models, Textures, Shaders, etc. Components Per-shot publish for Instance Components like Animation and FX. Multiple-levels of inheritance possible Needed in some cases Libraries of Sims and Animation instanced into shots Ex. City Blocks Ex. Crumbling Fissure Walls Ex. Building Sims from one shot used in another Asset .XML representation is versioned and tracked in the database
  12. Bento Data Hierarchy Bento Structures: Bento Asset Collection of Components for a Single Asset All Components are tracked in the database Ex. Model, Textures, Shaders, Anim Curves, Sims Geometry streams Asset Component list can be rebuilt from database Asset Inheritance Shot Instances inherit from Central Assets Definitions Single publish for Models, Textures, Shaders, etc. Components Per-shot publish for Instance Components like Animation and FX. Multiple-levels of inheritance possible Needed in some cases Libraries of Sims and Animation instanced into shots Ex. City Blocks Ex. Crumbling Fissure Walls Ex. Building Sims from one shot used in another Asset .XML representation is versioned and tracked in the database
  13. Bento Data Hierarchy Bento Structures: Bento Box Collection of Bento Assets and other Boxes Represents Asset Membership Placement Used for Full Scenes Instanced Collections of Assets Buildings City Blocks Box to Host Application and Back Maya Outliner Houdini Node Graph Nuke 3d system Box .XML representation is versioned and tracked in the database
  14. Bento Data Hierarchy Bento Represents Elements Transforms Hierarchies Bento Structures: Bento Asset Collection of Components for a Single Asset All Components are tracked in the database Ex. Model, Textures, Shaders, Anim Curves, Sims Geometry streams Asset Component list can be rebuilt from database Asset Inheritance Shot Instances inherit from Central Assets Definitions Single publish for Models, Textures, Shaders, etc. Components Per-shot publish for Instance Components like Animation and FX. Multiple-levels of inheritance possible Needed in some cases Libraries of Sims and Animation instanced into shots Ex. City Blocks Ex. Crumbling Fissure Walls Ex. Building Sims from one shot used in another Asset .XML representation is versioned and tracked in the database Bento Structures: Bento Box Collection of Bento Assets and other Boxes Represents Asset Membership Placement Used for Full Scenes Instanced Collections of Assets Buildings City Blocks Box to Host Application and Back Maya Outliner Houdini Node Graph Nuke 3d system Box .XML representation is versioned and tracked in the database
  15. Bento Technology Structure - Organizational layer on top of a database 1000s of assets * 10 components per asset * 100 artists = database meltdown Reading XML data rather than straight form the database allowed us to transfer some of the read overhead to the network infrastructure and away from the database, which could have been a single point of failure. Database read performance was also not production ready at the start of the project.
  16. Production Workflow 1 Bento Asset is versioned up and Published as components are published.
  17. Production Workflow 2 The Shot begins with the first Bento Box publish from Layout Bento Asset Instances are versioned up and published as Components are published.
  18. Production Workflow 3 Updating in Place All Departments working in parallel Ex. Lighters received updates from Modeling, Texturing, Lookdev, Animation and FX Robust updating tools User configurable Partial or whole merge of latest results Abstraction layer around component data Bento nodes provide essential cover for users. Reference edits and other unstable elements in Maya can be wrapped in a more stable cover. Users don’t need to worry about dependencies or constraints being broken when they Updated their scenes. Models, Textures, Lookdev, Animation, Sims referenced rather than loaded Referencing even happened beneath a cover. Raw data not used by artists for constraints, assignments, etc. Changing out raw data wouldn’t break scenes
  19. Moving Data Around Transforms handled by the Bento formats Geometry was the primary asset that had to show up in all packages consistently Houdini’s .bgeo format was used Works in Houdini Proprietary read and write support in Maya Proprietary read support in Renderman Plugin named geotor Relatively flat format We used polys and subdiv surfaces Full geometry definitions and point cloud files for anim, if possible Multiple objects Lots of primitive variables Motion Vectors, UVs, Rest Position, etc.
  20. Moving Data Around Geometry was the primary asset that had to show up in all packages consistently Houdini’s .bgeo format was used Works in Houdini Proprietary read and write support in Maya Proprietary read support in Renderman Plugin named geotor Relatively flat format We used polys and subdiv surfaces Full geometry definitions and point cloud files for anim, if possible Multiple objects Lots of primitive variables Motion Vectors, UVs, Rest Position, etc.
  21. Shot Bento Box Layouts 1 Screenshot of Maya Outline and 3d View
  22. Shot Bento Box Layouts 2 Screenshot of Maya Outline and 3d View
  23. Shot Bento Box Layouts 3 Screenshot of Maya Outline and 3d View
  24. Screenshot of the whole scene as bounding boxes, far away
  25. Screenshot of the whole scene as bounding boxes, close in
  26. Screenshot of the whole scene as bounding boxes, close in
  27. Screenshot of the whole scene as bounding boxes, close in
  28. Screenshot of the whole scene as bounding boxes, close in
  29. Screenshot of the whole scene as bounding boxes, close in
  30. Screenshot of the whole scene as bounding boxes, close in
  31. Bento can do a lot
  32. Pros and Cons Cons Different applications make different things easy Houdini doesn’t work as a hierarchy of transforms by default like Maya does Maya’s notion of “objects” is more restrictive than Houdini’s Houdini doesn’t have a native notion of “objects” like Maya does Nuke nearly as articulated
  33. Bento Data Structures can represent…
  34. The UI! Hierarchy Database Status Comments Dates
  35. The UI! Hierarchy Database Status Comments Dates
  36. The UI! Hierarchy Database Status Comments Dates
  37. The UI! Hierarchy Database Status Comments Dates
  38. The UI! Hierarchy Database Status Comments Dates
  39. A Bento Asset Is and Can… Bento Structures: Bento Asset Collection of Components for a Single Asset All Components are tracked in the database Ex. Model, Textures, Shaders, Anim Curves, Sims Geometry streams Asset Component list can be rebuilt from database Asset Inheritance Shot Instances inherit from Central Assets Definitions Single publish for Models, Textures, Shaders, etc. Components Per-shot publish for Instance Components like Animation and FX. Multiple-levels of inheritance possible Needed in some cases Libraries of Sims and Animation instanced into shots Ex. City Blocks Ex. Crumbling Fissure Walls Ex. Building Sims from one shot used in another Asset .XML representation is versioned and tracked in the database
  40. A Bento Box Is and Can… Bento Structures: Bento Box Collection of Bento Assets and other Boxes Represents Asset Membership Placement Used for Full Scenes Instanced Collections of Assets Buildings City Blocks Box to Host Application and Back Maya Outliner Houdini Node Graph Nuke 3d system Box .XML representation is versioned and tracked in the database
  41. The UI! Hierarchy Database Status Comments Dates
  42. The UI! Hierarchy Database Status Comments Dates
  43. The UI! Hierarchy Database Status Comments Dates
  44. The UI! Hierarchy Database Status Comments Dates