To Reproduce
Context: I export separate USD layers for shader (from LookDev) and for geo cache (from Anim). And this two are composited in lighting (pretty standard imho)
I've attached 3 usd files but here's how to reproduce the behavior:
LKDV
- Create a cube in Maya and assign e.g. an
aiStandardSurface material
- Export it to USD with assigned materials. I used "USD Export" with
jobContext=[Arnold]
- Result: LKDV.usd
ANM
- [Optional] animate the cube
- Assign some exotic shader that'll result in primvars:arnold:shader = [""]. It was
dx11Shader for me.
- Export one or more frames to USD without material; just geo. (Again, I used "USD Export" with
jobContext=[Arnold] but with exportMaterials=0)
- Result: ANM.usd
LIGHT:
Composit the two layers (ANM over LKDV).
Expected behavior
I'd expect that the LKDV material is visible in the composited USD scene because of the material:binding prim var (despite the fact that dx11Shader resulted in primvars:arnold:shader = [""] in ANM.usd). But the cube has magenta color instead
Used Software Versions
- Maya 2024.2
- mtoa-5.5.4
- mayausd-0.32.0_202505060957-eeb3aaa
- OS: Windows 11 Pro 25H2
arnold_usd_magenta_repro.zip
To Reproduce
Context: I export separate USD layers for shader (from LookDev) and for geo cache (from Anim). And this two are composited in lighting (pretty standard imho)
I've attached 3 usd files but here's how to reproduce the behavior:
LKDV
aiStandardSurfacematerialjobContext=[Arnold]ANM
dx11Shaderfor me.jobContext=[Arnold]but withexportMaterials=0)LIGHT:
Composit the two layers (ANM over LKDV).
Expected behavior
I'd expect that the LKDV material is visible in the composited USD scene because of the material:binding prim var (despite the fact that dx11Shader resulted in primvars:arnold:shader = [""] in ANM.usd). But the cube has magenta color instead
Used Software Versions
arnold_usd_magenta_repro.zip