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Hi,
I tried to convert this kind of model with only vertex colors :
http://superced.rb38.eu/files/map.B4-UL01.1.glb
The colors was not visible since there is a white emit color instead.
I tried without m flag with no success.
I found a way to modify the code and it's working with this patch.
I don't know if this is a bug of guc or not.
So I changed that code
void Converter::createMaterialBinding(UsdPrim& prim, const std::string& materialName)
{
if (m_params.emitMtlx)
{
UsdShadeMaterialBindingAPI::Apply(prim).Bind(
UsdShadeMaterial::Get(m_stage, makeMtlxMaterialPath(materialName)),
UsdShadeTokens->fallbackStrength,
UsdShadeTokens->allPurpose
);
}
#ifndef NDEBUG
if (!TfGetEnvSetting(GUC_DISABLE_PREVIEW_MATERIAL_BINDINGS))
#endif
{
UsdShadeMaterialBindingAPI::Apply(prim).Bind(
UsdShadeMaterial::Get(m_stage, makeUsdPreviewSurfaceMaterialPath(materialName)),
UsdShadeTokens->fallbackStrength,
m_params.emitMtlx ? UsdShadeTokens->preview : UsdShadeTokens->allPurpose
);
}
}
by:
void Converter::createMaterialBinding(UsdPrim& prim, const std::string& materialName)
{
if (m_params.emitMtlx)
{
UsdShadeMaterialBindingAPI::Apply(prim).Bind(
UsdShadeMaterial::Get(m_stage, makeMtlxMaterialPath(materialName)),
UsdShadeTokens->fallbackStrength,
UsdShadeTokens->allPurpose
);
}
#ifndef NDEBUG
if (!TfGetEnvSetting(GUC_DISABLE_PREVIEW_MATERIAL_BINDINGS))
#endif
{
if (m_params.emitMtlx)
{
UsdShadeMaterialBindingAPI::Apply(prim).Bind(
UsdShadeMaterial::Get(m_stage, makeUsdPreviewSurfaceMaterialPath(materialName)),
UsdShadeTokens->fallbackStrength,
m_params.emitMtlx ? UsdShadeTokens->preview : UsdShadeTokens->allPurpose
);
}
}
}
And now, my vertex colors are ok in the usd file !!!
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