When importing two USDZ objects only the material of the first is preserved #114489
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Reference: blender/blender#114489
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System Information
Operating system: macOS-14.0-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M1 Max 1.2
Blender Version
Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-11-03 17:00, hash:
9b0ea21a5bbc
Worked: unknown
Short description of error
When importing two USDZ objects only the material of the first is preserved. It seems like two materials are created ('make unique' is checked for the material in the importer), but image textures are not made unique/imported when a identically named image is already in the blend file.
Exact steps for others to reproduce the error
Import one of the two attached USDZ files, then the other. For the first one the material is shown correctly while the second gets the same material as the first object (see screenshot).
I can confirm the behavior.
However, you can get around the problem following these steps:
packed
packed
Now the textures are individual in storage.
This however is also not ideal (since this workflow only works for two materials using equally named textures, as soon as a third USD comes in, the workflow also collapses).
Basically, handling name collisions is a bit weak (also see #100361 in regards to unpacking).
Actually, I would assume the recommended way of doing this would be the following (if you know in advance these textures are equally named):
Copy
Copy
againDoes this work for you?
As a workaround that works yes. However I would expect the 'make unique' option to take care of this, the tooltip says "Import each USD material as a unique Blender material"; I would expect that to include the image textures used within the material as well.
Strangely if you want to keep them packed, renaming the image textures after the first import does not work as a workaround, the second imported item will still get the renamed image textures attached.
That is a big if; in my case I was simply importing objects scanned with a 3d scanning app, I would have no idea how it names its textures before running into this bug.
It is not the ID name you give to the texture, but the packed path that is relevant here (and these are still the same)
That I would consider as a request for improved behavior (not a bug), the materials after all are unique (just not the textures).
There are also situations where you would actually want the same texture to be used (think of atlas textures).
If something would need to be changed here, we would probably need an additional option (something like
Texture Name Collisions
)Thanks for all the explanations. A texture name collision option would definitely be an improvement.
OK, see below on where to suggest improvements, will have to close this report though (due to not being a real bug)