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Minor clean up; moving around information in the 'out-of-scope' section
Signed-off-by: AMZN-Gene <[email protected]>
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rfcs/RFC Feature - USD in the Scene Pipeline.md

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@@ -505,9 +505,10 @@ For our initial deliverable, we will generate basic O3DE physically based render
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However, the options for shaders and materials from USD files are much bigger than that. As we wrap up our first set of work to support USD, we'll want to start planning what a more fully featured material and shader pipeline from USD files could look like.
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Extra USD Properties and O3DE Components
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USD Property -> O3DE Component Converter
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Allow developers to read generic scene information, and inject custom components into the procedural prefabs generated by importing USD files. O3DE would ship with built-in components.
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Allow developers to read generic scene information, and inject custom components into the procedural prefabs generated by importing USD files.
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1. Update Assimp to output USD property data
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1. Assimp::Scene root "kitchen"
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5. NEW: Other user data/properties/overrides
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1. O3DE scene system already supports storing generic info into each scene node
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1. Provide developers with a way to add to the procedural prefabs recipe, one example we could ship with is an editor component for variant selection dropdown. It allow designers to select from a list of available variants from within the editor when a variant set is included in a USD
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Editor Variant Selection Dropdown
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Allow designers to select from a list of available variants from within the editor when a variant set is included in a USD
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Convert O3DE prefabs to USD files
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FAQ
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Why not stop after phase 2: just treat USD like other formats, flatten everything, and then generate product assets?
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Why not just treat USD like other formats, flatten everything, and then generate product assets?
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By expanding USD support to create a prefab hierarchy that mimics the USD relationship graph, we will see two main areas of benefit:

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