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Level Baking #4

@ScatteredRay

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@ScatteredRay

So, what are ways that USD scenes can be structured and baked for distribution?

USD does a lot of work to resolve scene state with layers and variants, which gives it a lot of power, but hardly seems like an ideal format to ship to end-users. Between performance, and build complexity. I think most games will want to bake levels for shipping.

But it seems that just baking the entire scene stack is hardly a good solution either, if a game has any sort of re-use of levels, either for scenes, or say time of day/time of year there is a lot of potential reuse.

What are the good lines to cut a scene along to bake out? And how are those re-assembled at run-time.

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