> [!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]]
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# 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]]
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# 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.*
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# FX
*WIP — workflow to be written.*
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# 🔗 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]].