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Slava Sych avatar image
Slava Sych asked ·

GPU Alembic mtoa 3.0 shading issue

I create gpu abc with write materials, but arnold dont render them, when I change hims to aiStandardSurface and have same issue, even if check on override.

So how me assign material to abc subgroup?

Sorry for my english.

mtoaarnold5shading
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Arnold's b-spline requires two phantom points. current alembic procedural not working correctly with b-spline?

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Ashley Handscomb Retallack avatar image
Ashley Handscomb Retallack answered ·

Here's an example scene using operators to assign shaders and st parameters on the gpuCache


abc-ops-example.zip (20.7 KiB)
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Thank you very much

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Al-One Srl avatar image
Al-One Srl answered ·

Is reassigning materials manually to objects the only way?

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龙龙 李 avatar image
龙龙 李 answered ·

Thanks,its very helpful

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Ashley Handscomb Retallack avatar image
Ashley Handscomb Retallack answered ·

Have you applied the shader to the gpuCache node?

You can apply shaders to sub-objects in the alembic by using operators, https://support.solidangle.com/x/x447B

You will need to make sure "Export All shading Groups" is enabled in Render Settings -> System

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no, I applied shader to the first ShadingEngine on first shape in gpu Cache

operators very interest, but I can see example how to make call subshape from gpuCache, and even more so how to assign the material specifically to this call
even in the example with materialx, which is not currently available, because maya does not know how to export in mtlx at the moment

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maya-2.png (28.9 KiB)

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