<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>openusd on Matias Codesal</title>
    <link>https://matiascodesal.com/tags/openusd/</link>
    <description>Recent content in openusd on Matias Codesal</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en</language>
    <copyright>© 2026 Matias Codesal</copyright>
    <lastBuildDate>Tue, 20 Oct 2026 08:00:00 -0700</lastBuildDate><atom:link href="https://matiascodesal.com/tags/openusd/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>The Case for OpenUSD: What It Solves for Your Teams</title>
      <link>https://matiascodesal.com/posts/case-for-openusd-what-it-solves/</link>
      <pubDate>Tue, 20 Oct 2026 08:00:00 -0700</pubDate>
      
      <guid>https://matiascodesal.com/posts/case-for-openusd-what-it-solves/</guid>
      <description>I remember sitting in my cubicle at DreamWorks Animation in 2016 when Pixar open-sourced Universal Scene Description. I was poring over the documentation website trying to understand what value OpenUSD could provide for my team. We had recently started using Alembic for interchange, and we were pleased with the results. DreamWorks also already had a proprietary scene description with a concept similar to OpenUSD layers, though it was starting to show its age.</description>
    </item>
    
  </channel>
</rss>
