Warehouse Physics

Overview

This tutorial teaches you how creators can connect their favorite applications to NVIDIA Omniverse. To accomplish this task, we’ve created a series of videos which help you gain an understanding of the Omniverse workflow.

The first 8 videos show you the creative process, with the last step showing you how to simulate and interact with the final stage.

We highlight how to use Connectors to sync to live changes between Omniverse USD Composer and Adobe Substance 3D Painter, AutoDesk 3dsMAX and Maya. For this project, we have created assets to populate a warehouse. Then, in Create, we setup physics for the racks, boxes and hanging lamps. This workflow highlights how quickly creators can generate compelling pre-viz and final physics-based animations inside Create.

Key Takeaways

  • Getting familiar with a typical Omniverse project data structure

  • Organizing layers and stage groupings for efficient production file sharing

Click to see the tracklist
  • 00:00 - 00:17 Project overview

  • 00:18 - 00:45 Layer tab and interface overview

  • 00:46 - 01:15 Warehouse and props stage’s properties discussion

  • 01:16 - 01:59 Details about specific Rack_Master layer, and other layer files

  • 02:00 - 02:22 Conclusion

Step 1: Asset Generation With Adobe Substance

In this next video we use Adobe Substance 3D Painter to create materials for our boxes and pallet. We use the Connector to live sync Adobe Substance 3D Painter to Omniverse USD Composer to see material changes in context. Finally, we use layer configurations to add texture details to models of cardboard packages stacked in a warehouse.

Key Takeaways

  • Gaining knowledge of the materials and texture creation in Adobe Substance 3D Painter

  • Using the Omniverse Connectors to update textures and material changes live in Omniverse USD Composer

Click to see the tracklist
  • 00:00 - 00:49 Overview of Omniverse Launcher

  • 00:50 - 02:12 Editing UVs with Autodesk 3ds Max

  • 02:13 - 02:15 Exporting FBX and USD files from Autodesk 3ds Max using theOmniverse Connector

  • 03:00 - 03:26 Introduction to Adobe Substance 3D Painter

  • 03:27 - 04:05 Project Configuration and Connector Setup

  • 04:06 - 05:00 Introduction to Omniverse USD Composer and adding Painter Extensions

  • 05:01 - 06:45 Modifying layers and adding environment maps to match views

  • 06:48 - 07:20 Customizing Painter Brushes and painting on 3D models

  • 07:25 - 07:44 Conclusion

Step 2: Pallet Configuration Variants

This third video explores layout variations and previsualization for the collection of props used in the Warehouse Project. We will start by arranging boxes and pallets in various configurations to add visual style and complexity to a stage. Then use the Autodesk 3ds Max Connector for live updates of the Omniverse stage while evaluating design choices.

Key Takeaways

  • Key knowledge for using and managing a layered stage structure in Omniverse

  • Basic modeling workflow using Autodesk 3ds Max to build project assets

  • Making creative decisions by creating visual variants and using Live Sync to evaluate design choices

Click to see the tracklist
  • 00:00 - 00:14 Configuring nine different variations of pallet and box arrangements

  • 00:15 - 00:27 Importing file from Adobe Substance 3D Painter to begin configuring

  • 00:28 - 01:30 Aligning pivot points on assets to maximize placement methods

  • 01:31 - 02:25 Arranging boxes on the nine pallets in different configurations

  • 02:26 - 05:00 Aligning all pallet versions to a dummy object and creating OmniVariants

  • 05:05 - 06:10 Exporting geometry to USD and Omniverse USD Composer using the Autodesk 3ds Max Connector

  • 06:15 - 07:37 Viewing Variants in Omniverse USD Composer using Live Sync

  • 07:40 - 10:05 Adding Physics Behavior to the boxes and pallets

  • 10:05 - 10:05 Updating master materials layer to manage subsequent texture updates

  • 13:30 - 13:49 Conclusion

Step 3: Rack and Warehouse Layout

This fourth video illustrates the layout workflow used for the warehouse stage. Combinations of package box assets, and pallets on shelf racks, will be arranged in the warehouse building to make the best use of the physical space.

Key Takeaways

  • Understanding previsualization (previs) and layout workflow for a dynamic animated stage.

  • Gain knowledge of Omniverse Live Sync, physics setups, and simulation testing iteration.

Click to see the tracklist
  • 00:00 - 00:15 Introduction

  • 00:16 - 01:30 Exporting shelf units from Autodesk 3ds Max and adding physics in Omniverse USD Composer

  • 01:30 - 02:45 Assembling shelves and pallets in Create and choosing Variant placement

  • 02:46 - 03:40 Testing physics and adjusting placement to maximize physics behavior

  • 03:45 - 04:45 Continuing to randomize the arrangements of pallets and boxes on shelf stacks

  • 04:48 - 06:05 Testing physics behavior of a single rack of pallets and saving master rack file

  • 06:06 - 10:58 Building the layout of the warehouse set

  • 11:04 - 12:30 Checking the layout and adding copies of shelf racks using Live Sync

  • 12:30 - 13:30 Testing physics behavior for a sampling of placed shelf racks

  • 13:30 - 14:15 Complete layout of shelf racks and review design of final configuration

  • 14:16 - 15:38 Saving individual layers and experimenting with crashing physics in the stage

  • 15:39 - 16:00 Conclusion

Step 4: Adding Colliders and Impulse

This fifth video guides you through creating efficient physics simulations by making smart collision shapes for rigid bodies. You will also experiment with different physics behaviors and understand what parameters make for the best possible results.

Key Takeaways

  • Understanding collision concepts for simulation of rigid body dynamics

  • Experimenting with dynamic attributes to achieve a variety of effects with simulations

Click to see the tracklist
  • 00:00 - 00:32 Overview

  • 00:33 - 02:33 Adding Warehouse Collider Layer to create collider shapes for stage structure

  • 02:35 - 03:50 Creating impulse box objects and adding velocity to create physics effects

  • 03:55 - 04:40 Experimenting with Mass values to fine tune the visual effect of the destruction

  • 04:45 - 05:25 Duplicating the first impulse shape to increase the impact of the collision

  • 05:27 - 05:47 Conclusion

Step 5: Creating and Adding Warehouse Lamps

This video shows you how to add lamps to the warehouse environment and use rigid body joints to add a swinging motion to the lamps hanging from the ceiling.

Key Takeaways

  • Learn about more complex rigid body setups and the specific challenges of simulating a different type of behavior

  • Re-use existing assets already set up and modify certain attributes to meet the requirement for behaving properly in a different scenario

Click to see the tracklist
  • 00:00 - 00:12 Overview

  • 00:13 - 01:03 Exporting lamps on longer chords from Autodesk 3ds Max

  • 01:04 - 01:32 Combining layers in Create to make Lamp assemblies

  • 01:33 - 03:25 Adding Materials to the lamp geometry in Omniverse USD Composer

  • 03:25 - 06:13 Adding physics properties to the lamp parts to create multiple swing pivots

  • 06:15 - 07:00 Refining the swinging action using damping on the simulation

  • 07:00 - 08:35 Creating lamps with longer chords from the short chord version

  • 08:40 - 11:20 Placing the lamps as a layer into the warehouse stage

  • 11:30 - 13:30 Correcting length of chords on the Long Lamp layer using Live Sync

  • 13:35 - 15:45 Modifying pivot point on attachment for lamps with long chord

  • 15:45 - 17:00 Populate warehouse with all swinging lamps

  • 17:00 - 17:33 Conclusion

Step 6: Adding Environmental Lighting

This seventh video covers some of the more useful rendering techniques and settings to add more atmosphere and post-processing effects to your stage.

Key Takeaways

  • Learn about using render settings and post-processing effects

  • Add dramatic fog effects and volumetrics

Click to see the tracklist
  • 00:00 - 00:19 Overview

  • 00:20 - 01:20 Add distant light for sunlight and view using Path Tracing

  • 01:20 - 01:50 Render Settings and Ray Tracing

  • 01:52 - 03:30 Add Fog and Volumetric Effects

  • 03:31 - 04:10 Post Processing Options add more dramatic lighting from the lamps

  • 04:13 - 05:20 Adding Dynamic Environment changes time of day lighting

  • 05:22 - 06:00 Inspecting all rendering effects while playing simulation in real time

  • 06:01 - 06:43 Adding Bloom to final render and Conclusion

Step 7: Camera Sequencing

Now that a final render is complete, this next video guides you through the mechanics of manipulating cameras in a stage, adding multiple cameras, and creating a sequence of shots that can be viewed as an animatic using the Omniverse Sequencer.

Key Takeaways

  • Understanding camera navigation techniques in Omniverse USD Composer

  • Creating a previs animatic using multiple cameras cut together in a sequence

Click to see the tracklist
  • 00:00 - 00:09 Overview

  • 00:10 - 01:20 Exploring camera navigation controls

  • 01:20 - 02:29 Camera creation and multiple ways of adding cameras to the stage

  • 02:29 - 03:18 Positioning Shot Cameras for Shot 001 and Shot 002

  • 03:19 - 03:58 Adding camera effects like focal length and focal distance to create depth of field

  • 03:58 - 05:44 Adding Camera for Shot 003 and animating the camera

  • 05:45 - 06:15 Adjusting the camera animation timing using the Curve Editor Window

  • 06:18 - 08:00 Creating a sequence using Create’s Sequencer

  • 08:01 - 08:24 Enabling the physics playback to time with the animated camera

  • 08:25 - 09:12 Rendering the sequence out to a movie file using Movie Capture

  • 09:12 - 09:34 Conclusion

Step 8: Autodesk Maya Connector

This last video illustrates how to use Autodesk Maya to create a prop of a forklift animated on a curve and export the animation clip to Omniverse USD Composer using the Autodesk Maya Connector. You will also learn to add a dynamic effect to make the forklift destroy shelf racks of boxes in the warehouse.

Key Takeaways

  • Animating an asset on a curve using Autodesk Maya

  • Exporting the animation to the warehouse stage in Omniverse USD Composer using the Autodesk Maya Connector

Click to see the tracklist
  • 00:00 - 00:05 Overview

  • 00:06 - 00:35 Adding a forklift model as a layer in the warehouse

  • 00:37 - 01:23 Using Autodesk Maya, load a forklift into the stage

  • 01:24 - 01:54 Adding warehouse environment as a reference to animate against

  • 01:55 - 03:29 Creating curve for path of forklift and attaching forklift to curve

  • 03:30 - 04:05 Adjusting the timing of the animation on the curve using the Graph Editor

  • 04:05 - 05:20 Exporting the Animation Clip of the forklift to Create using the Maya Connector

  • 05:21 - 05:58 Importing the animation Clip onto the forklift in Omniverse USD Composer

  • 06:00 - 08:13 Adding the dynamic impulse to occur when the forklift crashes into shelf racks

  • 08:13 - 08:40 Conclusion

Step 9: Load the Stage

For this lab we have provided the final stage, complete with physics, for you to explore. In this stage you can simply press play to see the physics in action or dig into the stage by changing impulse values or interacting with live physics by grabbing items in the stage.

The video below gives a quick overview of how you can interact with this stage.

Step 1: Connect to Nucleus

If necessary, launch Omniverse USD Composer and then Connect to Nucleus Server

Important

You must enable the “PhysX FlatCache” extension before loading the stage

Step 2: Navigate to the extension

Go to Windows > Extensions

../_images/work_sim-132.png

Step 3: Find and enable the extension

Search for flat and enable the PhysX FlatCache extension

../_images/work_sim-133.png

Step 4: Open the Stage

Load the stage file at the following path: omniverse://omniverse-nucleus.nvidialaunchpad.com/NVIDIA/Demos/WarehousePhysics/Worlds/World_Demopack.usd. Choose Open Original file and Wait for the stage to load (blue progress bar in the lower right corner)

Step 5: Declutter the viewport

You can press SHIFT + H to activate “declutter” mode which hides all icons and gizmos in the viewport

Step 6: Play the simulation

Press spacebar or click the Play button to start and pause playback

../_images/work_sim-134.png

Use SHIFT + Left Click Drag to move objects while the stage is playing back. You can use this to pull shelves and boxes around during playback. To stop the simulation and reset the stage, press the Stop button.

Note

Please refer to the appendix of this lab to learn essential Omniverse application skills which you will be applying in the hands-on lab to enhance your content creation workflow. You can simply refer to these skills as needed during your hands-on lab or you may try these individual skills for yourself using the supplied stages.

Conclusion

Congratulations on completing the Physics Warehouse Tutorial! You learned how to use Omniverse USD Composer with your favorite content creation apps to establish a powerful workflow. If you want to take your Omniverse skills up a notch and collaborate with other artists in real-time, read more about Live Mode.