Fix: USD export: revert renaming active UV maps #112234
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Reference: blender/blender#112234
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Delete Branch "makowalski/blender:usd_revert_uv_map_rename"
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Pull request #109518 (commit
cf5666345d
) added logic to rename theactive UV map to "st". However, this behavior is currently breaking
UV Map node export to USD Preview Surface materials.
Specifically, UV Map nodes that reference the original active map name
do not get updated to use the new name "st", and the exported USD shader
references an invalid texture coordinate primvar.
This commit removes this logic for now. We should support such
renaming in the future, but the behavior should be extended to update
the relevant UV Map nodes with the new name. Also, we should consider
adding a USD export option to enable this feature.
Steps to Reproduce
Open the attached
uvmap_shader_export_test.blend
. Note that the material has aUV Map
shader that references "UVMap". Export the scene to USDA and open thesaved file in a text editor. Note that the shader "UV_Map" has "varname" input "UVMap",
which doesn't match the "st"
texCoord2f
primvar on the "Cube" mesh prim. Import theUSDA back into Blender and note that the texture does not display as expected.
@blender-bot build
@makowalski and I had a nice chat about this-- it's currently blocking the UsdSkel work, and because of that I am fine adding this patch and bringing back the 'st' rename functionality in a future patch with an option to enable it.