> [!abstract] Summary
> **OSMIUM shot pipeline — Part 02: Shot Work.** Everything done **after** sequence work — animation & CFX, per-shot environment & lighting retakes, rendering (with render layer setup and Deadline spool), and compositing. Outputs are USD layers (`usdLayerEnvironment`, `usdLayerLighting`) sublayered on top of the sequence-master layers.
> [!important] Shot work starts when you need a camera
> Anything that requires **one camera** to be done is shot work: animation, environment/lighting retakes, FX, compositing, etc.
> [!warning] Avoid Prism nodes in Houdini
> Don't use Prism nodes to import or render — write USD with plain Houdini nodes so your project can render on Prism-less machines.
> [!video] Shot workflow — Viktor Weiss (2025/2026 PFE)
> [Open in Google Drive](https://drive.google.com/file/d/1cAk4FyZrj77UffL47DvDXlrcdtCgLtam/view?usp=sharing)
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# Animation & CFX
See: [[DETAILS/PIPELINE CFX and ANIM|PIPELINE CFX and ANIM]] (full hierarchy-matching + animation-ingest workflow).
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# Shot Environment Retake
- Import the **`usdLayerMasterEnvironment`** product from the sequence master.
- Do shot-specific retakes — same process as in [[DETAILS/PIPELINE ENVIRONMENT|PIPELINE ENVIRONMENT]].
- Publish the override layer as **`usdLayerEnvironment`** (see [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]]).
- ![[image-56.png]]
- *1 = Import of `usdLayerMasterEnvironment`.*
- *2 = Per-shot retake.*
- *3 = Publish of the per-shot environment override.*
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# Shot Lighting Retake
- Import the **`usdLayerMasterLighting`** layer from the sequence master.
- Retake for the actual shot.
- Publish the override as **`usdLayerLighting`** (see [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]]).
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# Rendering
This year we add a dedicated **Rendering department**. The render scene is handled by each group's **render wrangler**.
- ![[image-58.png]]
- *1 — Import of every USD layer.*
- *2 — Scene & geometry settings (Catmull-Clark subdivision, micropolygon length, …).*
- *3 — Render layer setup.*
- *4 — Export / Deadline spool.*
### Render Layer Setup
*WIP — to be written.*
### Deadline
*WIP — to be written.* See [[../../../ARTFX OSMIUM/DEADLINE/DEADLINE MOC|DEADLINE MOC]] in the meantime.
### CG Calcul
*WIP — to be written.*
### Rendering — Good Practices
> [!important] Naming and write strategy
> - Double-check EXR naming via [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]].
> - **Write USD locally directly on the server**, send **only frames** to Deadline.
Order:
1. **FML render** (First / Middle / Last frame) to start compositing on.
2. **1/4 res** full frame range.
3. **Final** full-res render.
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# Compositing
- Do compositing **locally on your disk**, not directly on the server.
- See [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]].
- Multi-shot pipeline — *WIP, to be written.*
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# 🔗 Related
- [[../PIPELINE MOC|PIPELINE MOC]].
- [[PIPELINE SHOT PART 01|PIPELINE SHOT — Part 01]] — sequence work comes first.
- [[DETAILS/PIPELINE CFX and ANIM|PIPELINE CFX and ANIM]] — animation hierarchy/topology matching, CFX.
- [[../../DEADLINE/DEADLINE MOC|DEADLINE MOC]] — farm submission details.
- [[../../TOOLS/Notes/Folder Generator - Arthur Cauchois - Houdini 20.0 HDA|Folder Generator HDA]] — RenderMan output-folder helper.
- [[../../TOOLS/Notes/PRISM NUKE CUSTOM PLUGIN - Loris Eck|PRISM Nuke Custom Plugin]] — compositing path management.
- [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]].