> [!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.
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# 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)
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# 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.
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# 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]]
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# 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)
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# 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)
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# 🔗 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]].