Fix: USD: Wrong UsdUVTexture rgb output type. #114728
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Reference: blender/blender#114728
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Delete Branch "makowalski/blender:fix_usd_uv_texture_output_type"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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 USDAand 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
andusd_uv_texture_export_test_good.usda
are examples of output before and after the fix, respectively.
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.
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.
LGTM, thanks
NOTE: will merge now, since the sooner, the better at this stage.
Thank you, Bastien!