USD Alab v2 import errors #100452
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Reference: blender/blender#100452
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When loading the latest version of the Alab scene (v2), materials don't render correctly. I've narrowed the problem down to the following issues:
Float2Array
which is unusual. The Blender USD importer expects UV primvars to be of typeTexCoord
(e.g.,TexCoord2fArray
). Hence, some of the Alab UV maps are not getting imported, resulting in the wrong UVs getting applied in the Blender scene. The importer logic should be extended to importFloat2Array
primvars as texture coordinates as well.varname
input of theUsdPrimvarReader_float2
shader as aTfToken
, which conforms to the originalUsdPreviewSurface
specification. However, in the latest specification,varname
is a string. This type mismatch when reading the input can result in an empty map name in theUV Map
node in Blender and the wrong texture coordinates getting applies.Blend Mode
toAlpha Blend
. In the Alab scene this causes artifacts due to object sorting issues. Setting theBlend Mode
toAlpha Hashed
provides improved results.To reproduce the issue, the Alab USD can be downloaded here:
https://animallogic.com/alab/
I created branch
tmp-usd-alab-v2-#100452
with work in progress on fixes so far.Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @makowalski
Added subscriber: @deadpin
Added subscriber: @SteffenD
The glass beakers are also problematic in Cycles. The material graph is different than what a typical Glass shader would look like.
Typically the material would modify Transmission for the non-opaque parts (have to invert the Opacity texture) and the Base Color modulates the glass color itself (unsure how the BaseColor texture can be used here at all) -- see screenshots for what both of those textures look like.
Thanks for this insight, @deadpin. This is very helpful. I'll add this to the list of issues.
Added subscriber: @HooglyBoogly
For the UV vs. float2 issue, it might be helpful that we'll be moving away from the separation of "UV" and "float2" types, as part of the move to generic attributes.
D14365 implements most of that change, and will most likely be part of 3.4 or 3.5.
@HooglyBoogly This is very helpful to know, in rethinking how the USD importer handles primvars in general. Thanks!
Added subscriber: @ThomasDinges
Added subscriber: @expenses
I've been looking into the UDIM load errors for this scene. Oddly, this might be an issue only when loading EXRs. If I convert the textures to PNG, the UDIMs appear to load correctly in the same scene. I've managed to reproduce the issue on a single mesh in two separate blend files in the attached zip file. The
alab_chair_exr_udim.blend
file, referencing the EXRs, displays incorrectly in the viewport (first image). Thealab_chair_png_udim.blend
file, referencing PNGs, displays correctly (second image).@deadpin By any chance, are you able to reproduce this issue with the attached files?
blender_exr_udim_bug.zip
Hmm, indeed. It seems to be when the EXRs have a "pass" specified (see below). Some of the EXRs do work, whereas others encounter some confusion. I don't have a good idea of where the problem might be but please file an issue specific to this and I'll try to look this weekend.
Thank you so much for looking into this, @deadpin! I created #101320. No rush, this can certainly wait till after the weekend!
Added subscriber: @codeloadgame