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PointInstancer has to support full precision orientation. #2529
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Filed as internal issue #USD-8486 |
See #2529 (Internal change: 2313218)
The original thread in https://groups.google.com/g/usd-interest/c/ID-9MQKktWc mentioned versioning the PointInstancer schema for this; is that still worth doing? 🙏🏼 |
Hey Aaron, nice to meet you here. By the way, the Large World Coordinates feature of UE5 makes this a priority for us. |
Hi @YKZDY , yes I meant that is it worth using schema versioning, e.g., PointInstancer_01, to make it clear that point instancer content that has the new |
We discussed it internally, @asluk , and according to the guidelines laid out in the proposal, it did not warrant a version bump and the larger code changes that would have required. Maybe we use this as a test-case for those guidelines, along with the recent changes to DomeLight that did warrant a version bump? |
sounds fair; thanks @spiffmon |
…s in hdSt/instancer.cpp. Expect newer types to be added/updated and older types to be removed. Fixes #2529 (Internal change: 2316320)
Fixes #2529 (Internal change: 2316582)
Reference
https://groups.google.com/g/usd-interest/c/ID-9MQKktWc
Description of Issue
As discussed with Spiff in the attached thread, the half-precision orientation is not accurate enough to layout assets in a big world, like every window, door, and brick in the modern city, especially when they have a 90/180/270 rotation.
Spiff was purposed to have an updated schema that supports "orientationsf" as an optional attribute. I believe it will relieve the inaccuracy, and even maybe having an optional "orientationsd" as well sounds like a good idea to me :)
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