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Hi all, The current default behavior that the primary UV goes as map1, means that you cannot properly render these USDs with renderman (the founder) before edit them and making another copy! or adding a node that copies from primvars:map1 to primvars:st which is considered a performance issue. So, I vote here that we stick with Pixar's defaults, that the primary UV map should go as 'st' just as how it used to be since day one, then any development can consider that this is how the USD look like (the primary UV map is called 'st'), this way, both old development and old USD assets will keep working as expected, while also on the other hand, new development can follow this rule easily (Maya won't fail to deal with a UV set no matter what its name - but renderman will). Note also that in many cases, people may mix render engines, and use different applications/renderers for the same shot, it's rare but it happens, so, this is another reason why I vote for Keeping the USDs universal and usable as expected in everywhere with every renderer. |
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Replies: 2 comments 1 reply
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Hi @BSalem, One would argue that hardcoding a name is not something very universal. Having said that we have been contacted by customers regarding the situation with UV import/export and did some investigation. We will be soon proposing a change that will rework PR876 and:
This should address your concerns and ones raised in this forum by @koen-v. Cheers, |
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super awesome... Thanks |
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Hi @BSalem,
One would argue that hardcoding a name is not something very universal. Having said that we have been contacted by customers regarding the situation with UV import/export and did some investigation. We will be soon proposing a change that will rework PR876 and:
MAYAUSD_EXPORT_MAP1_AS_PRIMARY_UV_SET
andMAYAUSD_IMPORT_PRIMARY_UV_SET_AS_MAP1
st
the primvar when more than one UV stream is available, e.g.st
,st1
,st2
,st3