Replies: 1 comment
-
Update, Looks like I need to use the Arnold-USD export and not the USD Export to get the results I want. Is there any chance the Maya-usd export will follow the Arnold-usd export in encapsulating the shaders under the materials? Cheers, Jason Coelho |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hello,
We are testing the latest changes in Maya 2023 and the Maya usd plugin and wanted to ask about Shading networks not being encapsulated under the Materials if using Arnold as a Job Context option.
Using:
Maya 2023, MtoA 5.1.1, Maya-usd 0.16.0
According to this latest release: https://docs.arnoldrenderer.com/display/A5AFMUG/5.1.1
"Write shading trees under their material's scope : When authoring shading trees, the shaders are now written under their material's hierarchy. usd#1067"
It seems the link points to a different issue but if you follow the issue number It is not clear if this change is actually in MtoA 5.1.1
Here are my tests.
Sorry about the long post but all three examples should be usable if saved as a .usda file.
As a test we created a sphere and a simple shading network (see pictured)
This is the results when exported using the Arnold context option with the Maya-usd plugin:
Shaders are not under the material.
Creating a stage with the exported USD file does work and renders as expected in Maya but not in Solaris.
Using Houdini 19.0.561 With HtoA 6.1.1.0 you can test to see that the material is not getting rendered, this is presumably because there is no binding relationship with a material and mesh in the export from Maya.
If I specify in the export to include the USD Preview Surface for the convertMaterialTo argument then this is the result:
The changes here are that there is now a Material prim using the name of the ShadingGroup from the shading network and a material binding/addition of an apiSchemas called "MaterialBindingAPI" (which can be manually added to the options command "apiSchema=[MaterialBindingAPI]" instead of using the "convertMaterialsTo" arg).
Using this USD file in Houdini Solaris will get you the correct render results however all of the shader prims are still outside the "Looks" scope.
The behavior I wish to accomplish with the Maya export using Arnold option is something like this:
What I would like to know is if there are options to have shaders be encapsulated under the materials they belong to and to not include other options like "defaultArnoldDriver" and "ArnoldColorManagerOcio " etc?
Is it possible that the release does not include the item mentioned on the release page?
I did not find my answer looking at the export commands documentation: https://github.com/Autodesk/maya-usd/blob/dev/lib/mayaUsd/commands/Readme.md
Any insight into this would be very much appreciated.
Cheers,
Jason Coelho
Beta Was this translation helpful? Give feedback.
All reactions