USD import animated texture does not display #116760

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opened 2024-01-03 18:31:22 +01:00 by Eddie-Hoyle · 3 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23

Blender Version
Broken: version: 4.0.2, branch: blender-v4.0-release, commit date: 2023-12-05 07:41, hash: 9be62e85b727
Worked: (newest version of Blender that worked as expected)

Short description of error
Blender does not display animated textures after importing a USD layer that contains time sampled inputs:file attribute on Shader prims. The Image Texture Node created in Blender does get created, but it's source is not set to Image Sequence with expected frame range.

First, here's a demo from usdview displaying static and animated textures using the attached zipped.usdz:
animated_textures1.gif

Here's what the imported shading network looks like in Blender. Note the black texture on the right (animated) plane. I added an "expected" node that displays the animated textures correctly when hooked up to the Base Color property.
blender_shading_network1.png

The workaround I have for now is the modify the created Image Texture Node after import to have the correct settings for animated textures. I'm hopeful the USD importer can be patched so it's done for me.

Exact steps for others to reproduce the error

  1. Import attached zipped.usdz to a new Blender scene using USD importer with default settings.
  2. Enable viewport shading
  3. Scrub timeline frames 1-3
  4. Observe right hand plane is black with no textures being displayed
**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23 **Blender Version** Broken: version: 4.0.2, branch: blender-v4.0-release, commit date: 2023-12-05 07:41, hash: `9be62e85b727` Worked: (newest version of Blender that worked as expected) **Short description of error** Blender does not display animated textures after importing a USD layer that contains time sampled `inputs:file` attribute on Shader prims. The Image Texture Node created in Blender does get created, but it's source is not set to Image Sequence with expected frame range. First, here's a demo from usdview displaying static and animated textures using the attached [zipped.usdz](/attachments/4d18e092-5267-47c9-8374-e7fbf36785a7): ![animated_textures1.gif](/attachments/eee29fc9-9a8b-400e-8fd9-ef7692281ea1) Here's what the imported shading network looks like in Blender. Note the black texture on the right (animated) plane. I added an "expected" node that displays the animated textures correctly when hooked up to the `Base Color` property. ![blender_shading_network1.png](/attachments/aaecfd40-327f-4a59-a512-ed0cbef77e11) The workaround I have for now is the modify the created Image Texture Node after import to have the correct settings for animated textures. I'm hopeful the USD importer can be patched so it's done for me. **Exact steps for others to reproduce the error** 1. Import attached [zipped.usdz](/attachments/4d18e092-5267-47c9-8374-e7fbf36785a7) to a new Blender scene using USD importer with default settings. 2. Enable viewport shading 3. Scrub timeline frames 1-3 4. Observe right hand plane is black with no textures being displayed
Eddie-Hoyle added the
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labels 2024-01-03 18:31:22 +01:00
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cc @makowalski @deadpin
Pratik Borhade added
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Pipeline, Assets & IO
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Confirmed
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USD
and removed
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Needs Triage
labels 2024-01-04 05:59:48 +01:00

Time varying textures are not implemented currently so this becomes more of a feature request than bug fix. Additionally, Blender will not be able to support all such sequences. USD allows things like "one.png", "two.png", and "three.png" to be specified as the list of files, however, Blender's Image Sequence mode operates by replacing digit(s) in the filename with the frame number. So while we could make the provided example of "frame1.png", "frame2.png", and "frame3.png" work, it will not work for everything without more invasive changes to Blender itself.

Time varying textures are not implemented currently so this becomes more of a feature request than bug fix. Additionally, Blender will not be able to support all such sequences. USD allows things like "one.png", "two.png", and "three.png" to be specified as the list of files, however, Blender's Image Sequence mode operates by replacing digit(s) in the filename with the frame number. So while we could make the provided example of "frame1.png", "frame2.png", and "frame3.png" work, it will not work for everything without more invasive changes to Blender itself.
Author

Additionally, Blender will not be able to support all such sequences

Totally understandable.

So while we could make the provided example of "frame1.png", "frame2.png", and "frame3.png" work, it will not work for everything without more invasive changes to Blender itself.

My production environment uses images named <name>.<4 padded frame>.<extension> which works nicely with fileseq library conventions. If there's a similar standard supported by Blender that would be good enough for me!

> Additionally, Blender will not be able to support all such sequences Totally understandable. > So while we could make the provided example of "frame1.png", "frame2.png", and "frame3.png" work, it will not work for everything without more invasive changes to Blender itself. My production environment uses images named `<name>.<4 padded frame>.<extension>` which works nicely with [fileseq](https://github.com/justinfx/fileseq#check-a-directory-for-one-existing-sequence) library conventions. If there's a similar standard supported by Blender that would be good enough for me!
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Reference: blender/blender#116760
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