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MaterialX import export #1478
MaterialX import export #1478
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Exports standard surface and file nodes to a MaterialX UsdShade network.
Combines two previously submitted PRs.
@@ -597,7 +597,11 @@ class _UVMappingManager | |||
TfStringPrintf("%s:%s", itNode->GetText(), _tokens->varname.GetText())); | |||
UsdShadeInput materialInput = material.GetInput(inputName); | |||
TF_VERIFY(itName != largestSet.cend()); | |||
materialInput.Set(*itName); |
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MaterialX uses std::string while UsdPreviewSurface uses TfToken.
if (iter != _shaderReaderMap.end()) { | ||
shaderReader = iter->second; | ||
if (!_context->GetCreatedObject(shaderSchema.GetPrim(), &sourceObj)) { |
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Ask the shader reader in case it is a converter.
Responded to otheer review comments.
over "MaterialX" | ||
( | ||
references = [@./standard_surface_jade.usda@</MaterialX>, | ||
@./standard_surface_gold.mtlx@</MaterialX>] |
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Will exercise the SdfFileReference auto-conversion to USD, but requires the UsdMtlx plugin which is not in the USD we currently use for tests.
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class testUsdImportMaterialX(unittest.TestCase): | ||
"""Test importing an asset with MaterialX shading: |
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Excellent test, @JGamache-autodesk! The only thing that would be good to add (but it's not blocking for this merge) is a test that performs export and import. I know part of the import file is actually having content exported from Maya, but I would want to avoid situations where USD test file gets updated but not the actual export code.
This PR is built on top of PR #1450 and PR #1456.
So we get the previously submitted MaterialX export and the token refactoring.
In addition, we now get: