> [!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) --- # Animation & CFX See: [[DETAILS/PIPELINE CFX and ANIM|PIPELINE CFX and ANIM]] (full hierarchy-matching + animation-ingest workflow). --- # 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.* --- # 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]]). --- # 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. --- # 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.* --- # 🔗 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]].