Hello,
When importing via Interchange a simple USD that contains a box and an assigned MaterialX that is Embedded, which should be supported from 5.7 onwards, the imported material becomes an USD Preview Surface Shader.
I remember that we have spoken last year, requesting this feature, and now we got to trying it, and unfortunately, it seems not to work at the moment.
Is the importer looking for a specific MTLX Node or ID, and that is why it does not recognize it?
The provided .usda is created with Houdini 20.5.654.
I would like to point out that if I create a .mtlx file, with the same material, then it is recognized properly, but that makes sense as it it has the correct extension and is not embedded.
Also, can you please let us know if you plan to add this functionality in 5.8 to the USD Stage Editor? Currently the USD Stage Editor supports everything we need, except the embedded MaterialX. I am aware that you are planning on developing mostly the Interchange USD Importer, but until that supports more USD features, such as variants, there is a need for the USD Stage Editor to also support embedded MTLX.
Thank you,
Vladimir
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Steps to Reproduce
Hello,
- Turn on all USD Dependant Plugins such as Interchange USD, USD Core, USD Importer, and so on + Substrate
- Attempt to drag to the Content Browser the attached .usda
- Notice how the material, which is MaterialX, turns into an USD Preview Surface Shader on import
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I would also like to ask if with the new Unreal version,will you be supporting DomeLight_1?
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Hello, it’s been two months. Do you have any news regarding this ticket?
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Hi Vladimir,
Sorry for the very late reply. Somehow, this ticket did not appear in my reports.
With Substrate enabled, to generate Substrate materials, you need to open the translation settings (see red rectangle in the picture below) and enable the MaterialX render context (see the green rectangle in the picture below).
[Image Removed]That way, I was able to create a Substrate material with the file you provided in 5.7.4. See below.
[Image Removed]Note that the ‘mtlxrandomcolor1’ shader was missing an input.
Sorry again for the delay.
Thanks for your patience.
Regards,
Jean-Luc
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Hello Jean-Luc,
Thank you for the reply and for the information; this solves the issue.
Kind regards,
Vladimir
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