> [!abstract] Summary > **OSMIUM environment pipeline detail** — clusters/variants recap, **set-dressing methods** (Duplicate/Transform/Edit, Layout LOP, Stage Manager) with pros/cons, and a full **scattering** workflow for the shot scene (masks, points, attribute control). Includes beginner walkthrough video. --- # Cluster / Environment / Variants For environment work you'll publish assets, manage **clusters** and **environment types**, and sometimes publish **variants**. If unfamiliar, see [[../PIPELINE ASSET|PIPELINE ASSET]]. > [!video] Sequence master environment — Viktor Weiss > [Open in Google Drive](https://drive.google.com/file/d/1O7vxulOral7gsakGcJMmJWqGGMnH9DgC/view?usp=sharing) --- # Set Dressing > [!info] Template / example scene > *Coming soon* — link to be added. - Set dressing in Solaris is a bit tedious, but allows model retakes and procedural placement. - It is recommended to do set dressing **in the sequence master scene**. Per sequence: one main scene (split into env + lighting + …). Import all cameras for every shot, the layout, and start dressing + lighting the entire sequence. Some shots will not work — corrections happen in **shot-specific scenes** later. - ShotGrid naming for the sequence master: **`sh0000`**. - ![[image-28.png]] Three set-dressing methods follow. ## Duplicate / Transform / Edit Method used last year. 1. Import the model via a **Reference** node — see [[../../../OUT OF PUBLISH/HOUDINI/SOLARIS/NODES/SOLARIS Reference VS Sublayer VS Merge|Reference VS Sublayer VS Merge]]. 2. If the model has variants, use **Set Variant** to pick variants for set dressing. - ![[image-30.png|772x459]] 3. **Duplicate** nodes — for multiplying the model. - ![[image-31.png|667x358]] 4. **Transform** nodes — to place objects. 5. Optionally, **Edit** node — press **S** in the viewport for the select tool, then move/rotate/scale objects. Feels like Maya editing while keeping a procedural history. - ![[image-32.png]] **Pros:** - The most **procedural** set-dressing method — everything is updatable, perfect for retakes. - Edit node gives fast setup. **Cons:** - Duplicate node is finicky — two components with the same hierarchy/name are treated as one. **Always duplicate with different names.** ## Layout LOP **Description:** Solaris's primary node for interactive set dressing — scatter, transform and arrange USD assets directly on the stage. **Pros:** - Drag-and-drop placement + brush-based painting (similar to Unreal's foliage tool). - Very fast setup, useful for large sets. - Supports custom brush assets for large-scale layout. **Cons:** - Feels quirky, requires adapting from classic Houdini workflows. - Less granular control vs manual node-based methods for complex hierarchies. - To Thomas's knowledge, **does not support variants**. - Per-object retakes are complicated → less frequently used. ## Stage Manager **Description:** Hierarchical organisation and transformation of USD assets — ideal for assembling sets from multiple references. **Pros:** - Easier handling of complex hierarchies. - Good visibility for hierarchical transformations. - Easy duplication. **Cons:** - More manual steps for bulk editing/scattering. - Many bugs in 20.5.445 — can require full redo of set dressing. - **Breaks the USD layer system.** - Not very procedural, few model changes possible. --- # Scattering > [!info] Template / example scene > `V:\OSMIUM\00_Pipeline\PresetScenes\OSMIUM\Template_Enviro_SetDress.hipnc` Scattering is best done **on a shot scene, not the sequence master** — it's hard to retake and needs per-camera optimisation (avoid too many objects displayed or excessive RAM use). 1. Import the asset to instance. 2. For variants, use **Explore Variants** in **DUPLICATE MODE** so all variants stack together at world centre. 3. **Collection** node — select all prims inside the Explore Variants you just created. 4. Import the **ground**. 1. Subdivide? If yes, use a **Mesh Edit** or **Render Geometry Settings**. 5. **Instance** node — create points inside or outside via another SOP (like a component builder). 1. Select the collection in **Prototype Source**. 2. **Uncheck** "Only copy specified prototype primitives". - ![[image-33.png|831x785]] 6. **Double-click** to dive inside the instancer node. Scatter in 3 steps: 1. **Create masks** — where the scatter occurs. - Preferred: **maskbyfeatures** (occlusion / direction / normals, with remap). - ![[image-34.png]] 2. **Create points** — how many assets to scatter. - Preferred: **Scatter and Align**. - Use the mask attribute (e.g. `mask`) as density. - Control spacing with **Coverage**, randomise orientation in the orientation tab. - ![[image-35.png]] 3. **Attribute control** — randomise scale, etc. to avoid repetition. - **Attribute Randomize** node — e.g. scale 0.5–1.5 randomly across models. - ![[image-36.png|935x400]] 4. You can **blast / transform / modify** points for further adjustments. - ![[image-37.png]] --- # How to do Environment — for Beginners > [!video] Publishing env assets as clusters & variants, set dressing, scattering (French, 25/07/25) > [Open in Google Drive](https://drive.google.com/file/d/1vHqo52rEgQViwpgLoIpejoM2otQfHyc2/view?usp=sharing) --- # L5 2024–2025 — Example > [!video] Eliot Hervier Blondel — environment workflow on the 2025 PFE > [Open in Google Drive](https://drive.google.com/file/d/1CIP7jBuuJFAhR4n9eUzx66RRDTUuyC6O/view?usp=sharing) --- # 🔗 Related - [[../../PIPELINE MOC|PIPELINE MOC]]. - [[../PIPELINE ASSET|PIPELINE ASSET]] — variants & clusters context. - [[../PIPELINE SHOT PART 01|PIPELINE SHOT — Part 01]] — sequence master env publishing. - [[../PIPELINE SHOT PART 02|PIPELINE SHOT — Part 02]] — shot-level env retake. - [[../../../OUT OF PUBLISH/HOUDINI/SOLARIS/NODES/SOLARIS Reference VS Sublayer VS Merge|Reference VS Sublayer VS Merge]].