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MaterialX: HdMtlx shader fails to compile when MaterialX nodedef has filename input #1786
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Filed as internal issue #USD-7244 |
pixar-oss
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Fixes #1786 (Internal change: 2248466)
pixar-oss
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…e textures or texture coordinates This change inspects a nodes implementation nodegraph which means we no longer require custom nodes to use the 'textureuser' or 'texcoorduser' nodegroup names. Custom texture nodes do still need a specific nodegroup name but can now use the standard 'texture2d' name instead, and they should also have a file input of type 'filename'. Fixes #1786 (Internal change: 2248469)
pixar-oss
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Fixes #1786 (Internal change: 2248713)
pixar-oss
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… use textures. Note that when using textures custom material nodes need to expose the texture, meaning the 'filename' must be an input on the material. Also, they need to be defined in a shared library so the corresponding sdrNodes are created. Adding surfaceshader entry to table in UsdMtlxUtils to fix a warning when using custom material nodes. Fixes #1786 (Internal change: 2248719)
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Description of Issue
If a MaterialX nodedef has a
filename
type input that is routed to animage
node, HdMtlx ShaderGen ignores this input.I'm looking for some hints on where/how I could fix this.
Here is a nodedef with filename input
Here is the corresponding nodegraph.
The nodegraph maps the input filename to the image node.
Generates the following error:
Expected result from the referenced mtlx file loads in MaterialXVIew
Steps to Reproduce
Warning: in _ValidateCompilation at line 213 of \pxr\imaging\hdSt\glslProgram.cpp -- Failed to compile shader (FRAGMENT_SHADER): 0(2436) : error C1503: undefined variable "diag_file"
System Information (OS, Hardware)
Windows 10
Package Versions
v22.03-rc2
Build Flags
build_scripts\build_usd.py --build-variant debug --materialx
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