I have an scenario where I use the AttributeCopy in SOPs context copying the value of the name attribute already setted to shop_materialpath attribute, so when I use ROP_FBX to save data in a .fbx file, it create a default shader and material binding per each primitive.
However when I use USDexportSOP can't achieve it create material definitions and material binding storing them in the .usd file at export time.
Is there some mechanism for USDexportSOP acts like the ROP_FBX, so it also create material definition and material bindings from specific string attribute like shop_materialpath, name, or usdmaterialpath?
I tried also from USDexportLOP, with same result despite to force import shop_materialpath from SOPs context.
Surely I could create materials and material:binding prim in LOPs, and may automatize the proccess, but what I'm looking for is create materials definitions/bindings at export time, no needed to create them before and living in the scene.
In essence, I'm finding the same behaviour that ROP_FBX but saving .usd file instead, ideally from SOPs context.
Create material definitions and binding at export time usd f
128 0 1- AlbertoGZ
- Member
- 42 posts
- Joined: Jan. 2017
- Offline
-
- Quick Links