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Compute material assignments in the "full" purpose #1248

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merged 1 commit into from
Aug 4, 2022

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We're currently reading material assignments in the "allPurpose" purpose. But if different materials are assigned in "full" or in "preview" we might not render the correct ones. This PR computes the material binding in the "full" purpose as explained in https://graphics.pixar.com/usd/dev/api/class_usd_shade_material_binding_a_p_i.html#a145195b04bd6367016edf7986f1120bd

I've ran the testsuite and verified that the existing material assignments in the all purpose still render properly.
Added test_1245 with such an example

Issues fixed in this pull request
Fixes #1245

@sebastienblor sebastienblor added enhancement New feature or request procedural Related to the Arnold Procedural labels Aug 3, 2022
@sebastienblor sebastienblor self-assigned this Aug 3, 2022
@sebastienblor sebastienblor merged commit 58863ef into Autodesk:master Aug 4, 2022
@sebastienblor sebastienblor deleted the pr/1248 branch August 4, 2022 19:25
sebastienblor added a commit to sebastienblor/arnold-usd that referenced this pull request Aug 18, 2022
sebastienblor added a commit that referenced this pull request Aug 18, 2022
* Fix duplicated render vars in the same render product #1220 (#1221)

(cherry picked from commit c205a41)

* Investigate better strategies to handle udims with relative paths (#1234)

* update _VtValueResolvePath to skip anonymous layers and use usd path
composition

* use attribute to search for the relative path layer

* move test_0241 to test_0242

* pass the vdb file attribute instead of nullptr

* fix incorrect merge with master

* fix incorrect merge with master

(cherry picked from commit 1b1e1af)

* Fix crash with varying instances (#1239)

* Fix crash with varying instances #1238

* Updating tests after fix for #1238

* Ensure we don't create arrays of null size #1238

(cherry picked from commit c19f47f)

* check if the path is empty (#1247)

(cherry picked from commit 4712e7e)

* force ignore_missing_textures with UsdUVTexture shaders (#1241)

* force ignore_missing_textures on UsdUVTexture shaders

* make ignore_missing_texture a constant AtString

(cherry picked from commit c3b6e44)

* Compute material assignments in the "full" purpose #1245 (#1248)

(cherry picked from commit 58863ef)

* connect the opacity on the transmission (#1252)

* connect the opacity on the transmission

* remove useless cout

* add constant string "transmission"

* add a substract node to convert opacity to transmission in the procedural

* add testsuite for issue #1204

* remap opacity after converting it

* fix type mismatch resulting from a GfVec4 multiplication

* interpret primvarreader_xxx::varname as a string as well as a token

* reorder alphabetically

* add reference image and bigger donuts

(cherry picked from commit 9c28596)

* add GeometryLight in CreateFallbackSprim (#1253)

(cherry picked from commit b959d83)

Co-authored-by: cpichard <cpichard@users.noreply.github.com>
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Read Material bindings in the full purpose
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