> [!abstract] Summary > **OSMIUM shot pipeline — Part 01: Sequence Work.** Covers everything done **before** per-shot work: previz, layout, sequence master environment, sequence master lighting. Sequence master outputs published as `usdLayerMasterEnvironment` / `usdLayerMasterLighting`, later imported into per-shot scenes ([[PIPELINE SHOT PART 02|Part 02]]). > [!important] Two-step shot pipeline > 1. **SEQUENCE WORK** (this note) — done **first**. > 2. **SHOT WORK** — see [[PIPELINE SHOT PART 02|PIPELINE SHOT — Part 02]]. > [!warning] Avoid Prism nodes in Houdini > Don't use Prism nodes for import or render in Houdini — this lets your project render on machines without Prism installed. Use plain USD writing nodes pointing to the right Prism path instead. > [!video] Sequence master workflow — Viktor Weiss (2025/2026 PFE) > [Open in Google Drive](https://drive.google.com/file/d/1O7vxulOral7gsakGcJMmJWqGGMnH9DgC/view?usp=sharing) --- # Previz - Build a previz that you refine progressively. Design your set with **blocking shapes** for rough volume and scene placement (in Maya or Houdini). - Define **close-up shots** to get a rough idea of **texel density** — see [[../../../OUT OF PUBLISH/3D DICTIONNARY/Words/Texel Density|Texel Density]]. - Export **v01 camera** — **FBX preferred** over ABC. - Allow animation to start even if no layout is made yet. - Prism organisation: either put previz in `sq0000` or in a dedicated sequence name. Example: - ![[image-38.png]] - Previz example: - ![[image-39.png|947x404]] --- # Layout Definition varies by studio. Here: the step where you take the previz and define it with **rough geometry** — image composition, framing, etc. No definitive assets yet, those replace the rough geo later. - Can be done in **Maya** or **Houdini**. If Maya: either keep transformation values for Houdini, or replace each final asset to layout position manually later. - Layout example: - ![[image-40.png]] --- # Sequence Master Everything tagged **SEQUENCE MASTER** is done at sequence level — **import all cameras and work globally** without per-shot adjustments. Used for **environment**, **lighting**, and sometimes **sequence FX** (e.g. a fireplace). > [!video] Sequence master walkthrough — Viktor Weiss > [Open in Google Drive](https://drive.google.com/file/d/1O7vxulOral7gsakGcJMmJWqGGMnH9DgC/view?usp=sharing) ## Sequence Master Environment > [!important] Read the details > [[DETAILS/PIPELINE ENVIRONMENT|PIPELINE ENVIRONMENT]] — set dressing & scattering techniques. - This is where you do **set dressing of the sequence**, globally — no shot adjustment. Make the overall place with logical dressing. - L5 advice: don't over-scatter at this stage — you'll have a lot of retakes per shot. - USD assets are gathered at the **center of the world**. - Some shots will not work (big shapes blocking the camera, etc.) — **fine**. Aim for the majority of shots; the rest get **per-shot retake** in [[PIPELINE SHOT PART 02|Part 02]]. - Best practice in Prism: per sequence, add shot **`sh0000`**. - ![[image-41.png]] - Then in department `environment`, task `environment` (or anything that makes sense). - Example scene by Eliot Hervier Blondel: - [Open in Google Drive](https://drive.google.com/file/d/1CIP7jBuuJFAhR4n9eUzx66RRDTUuyC6O/view?usp=sharing) ### Publishing the env layer When done, **write a USD layer** named **`usdLayerMasterEnvironment`** (see [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]]): - The **Layer Break** node lets you save only the set dressing (not what's before it). - The **USD ROP** or **Prism LOP_FILECACHE** node writes the file. In Prism: - ![[image-42.png]] - ![[image-43.png]] ## Sequence Master Lighting - **v01 lighting** on the full sequence — done in parallel with sequence master environment. - Define the **general orientation** and **ambiance** of the sequence. - **Don't be shot-specific** at this stage — be global. - Publish as **`usdLayerMasterLighting`** (see [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|naming]]). - Examples: - ![[image-44.png]] - ![[image-45.png]] - *1 = Top view of the environment — really helpful when you have many lights, to see which light is where.* --- # FX *WIP — workflow to be written.* --- # 🔗 Related - [[../PIPELINE MOC|PIPELINE MOC]]. - [[PIPELINE ASSET|PIPELINE ASSET]] — assets fed into the sequence. - [[PIPELINE SHOT PART 02|PIPELINE SHOT — Part 02]] — shot work continues. - [[DETAILS/PIPELINE ENVIRONMENT|PIPELINE ENVIRONMENT]] — set dressing & scattering details. - [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]]. - [[../../../PROTOCOL/USD/USD MOC|USD MOC]].