Maybe that is a simpler alternative to duplicating the primvar, exporting a different MaterialX material for every different default UV map name. Probably rare in practice.
For MaterialX there can be shader nodes referencing the attribute by name. And then other shader nodes in the same material, or in another material on the same mesh could use the default texture…
@CharlesWardlaw @makowalski @deadpin
This relates to #112234, where naming the active UV map st
was reverted. Restoring that makes MaterialX find the texture coordinates in most scenes.
I…
bl_info
exists for extensions here as well, it's generated from the manifest file.
@dfelinto this is trivial to fix, but would probably need to be undone after #122735.
@pmoursnv I haven't been able to reproduce this, but it sounds somewhat similar to #122779. So there may be issues with this new driver beyond OSL.
After discussion with @sergey, we decided not to invest more time in this. We'll keep this open as a known issue for 4.2 LTS, and if someone wants to contribute a fix we can accept it.
For…