Fix: USD: Wrong UsdUVTexture rgb output type. #114728

Merged
Bastien Montagne merged 1 commits from makowalski/blender:fix_usd_uv_texture_output_type into blender-v4.0-release 2023-11-13 12:44:31 +01:00

This fixes a bug where the rgb UsdUVTexture shader output
attributes were created with incorrect type color3f when
connected to UsdPreviewSurface diffuseColor and emissiveColor
inputs. The UsdPreviewSurface specification requires the
UsdUVTexture rgb output to be of type float3.

This was happening because the UsdUVTexture outputs were created
implicitly by the call to UsdShadeInput::ConnectToSource(). I.e.,
because the diffuseColor and emissiveColor inputs are of type
color3f, this was the type assigned by default to the rgb source
attributes as well.

Now explicitly creating the UsdUVTexture shader output attributes
with the correct types.

Please see the texture reader specification for details on the expected UsdUVTexture output types.

To test, export the attached usd_uv_texture_export_test.blend to USDA
and examine the output file in a text editor. Without the fix, the Image_Texture
shader has attribute color3f outputs:rgb, with the incorrect type. With the fix,
the attribute is correctly saved as float3 outputs:rgb.

The attached usd_uv_texture_export_test_bad.usda and usd_uv_texture_export_test_good.usda
are examples of output before and after the fix, respectively.

This fixes a bug where the rgb UsdUVTexture shader output attributes were created with incorrect type color3f when connected to UsdPreviewSurface diffuseColor and emissiveColor inputs. The UsdPreviewSurface specification requires the UsdUVTexture rgb output to be of type float3. This was happening because the UsdUVTexture outputs were created implicitly by the call to UsdShadeInput::ConnectToSource(). I.e., because the diffuseColor and emissiveColor inputs are of type color3f, this was the type assigned by default to the rgb source attributes as well. Now explicitly creating the UsdUVTexture shader output attributes with the correct types. Please see the [texture reader specification](https://openusd.org/release/spec_usdpreviewsurface.html#texture-reader) for details on the expected UsdUVTexture output types. To test, export the attached `usd_uv_texture_export_test.blend` to USDA and examine the output file in a text editor. Without the fix, the `Image_Texture` shader has attribute `color3f outputs:rgb`, with the incorrect type. With the fix, the attribute is correctly saved as `float3 outputs:rgb`. The attached `usd_uv_texture_export_test_bad.usda` and `usd_uv_texture_export_test_good.usda` are examples of output before and after the fix, respectively.
Michael Kowalski added 1 commit 2023-11-11 02:10:19 +01:00
8770cb07d6 Fix: USD: Wrong UsdUVTexture rgb output type.
This fixes a bug where the rgb UsdUVTexture shader output
attributes were created with incorrect type color3f when
connected to UsdPreviewSurface diffuseColor and emissiveColor
inputs. The UsdPreviewSurface specification requires the
UsdUVTexture rgb output to be of type float3.

This was happening because the UsdUVTexture outputs were created
implicitly by the call to UsdShadeInput::ConnectToSource().  I.e.,
because the diffuseColor and emissiveColor inputs are of type
color3f, this was the type assigned by default to the rgb source
attributes as well.

Now explicitly creating the UsdUVTexture shader output attributes
with the correct types.
Michael Kowalski added this to the USD project 2023-11-11 02:33:12 +01:00
Michael Kowalski added the
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labels 2023-11-11 02:33:38 +01:00
Michael Kowalski added this to the 4.0 milestone 2023-11-11 02:33:52 +01:00
Michael Kowalski requested review from Bastien Montagne 2023-11-11 02:34:20 +01:00
Jesse Yurkovich approved these changes 2023-11-11 05:59:07 +01:00
Jesse Yurkovich left a comment
Member

Seems to work now. Pretty sure this was regressed a few weeks ago with 686487ca17 since that's when the data types changed.

This change is small, isolated, and has little risk of further regression I think. I approve but please wait and see what Bastien and Thomas thinks.

Seems to work now. Pretty sure this was regressed a few weeks ago with 686487ca1708edc0d38776e4f1a819949dacbb3f since that's when the data types changed. This change is small, isolated, and has little risk of further regression I think. I approve but please wait and see what Bastien and Thomas thinks.
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Member

Seems to work now. Pretty sure this was regressed a few weeks ago with 686487ca17 since that's when the data types changed.

Thanks for the review. You are correct about when the regression happened. This was difficult to spot because of how the outputs were being created, which was a poor choice on my part when I originally wrote the code for creating shader connections. Adding @wave for visibility.

> Seems to work now. Pretty sure this was regressed a few weeks ago with 686487ca1708edc0d38776e4f1a819949dacbb3f since that's when the data types changed. Thanks for the review. You are correct about when the regression happened. This was difficult to spot because of how the outputs were being created, which was a poor choice on my part when I originally wrote the code for creating shader connections. Adding @wave for visibility.
Bastien Montagne approved these changes 2023-11-13 12:43:52 +01:00
Bastien Montagne left a comment
Owner

LGTM, thanks

LGTM, thanks

NOTE: will merge now, since the sooner, the better at this stage.

NOTE: will merge now, since the sooner, the better at this stage.
Bastien Montagne merged commit f2d15d4fd1 into blender-v4.0-release 2023-11-13 12:44:31 +01:00
Bastien Montagne deleted branch fix_usd_uv_texture_output_type 2023-11-13 12:44:32 +01:00
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Thank you, Bastien!

Thank you, Bastien!
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Reference: blender/blender#114728
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