Latimerias Posted November 2, 2021 Share Posted November 2, 2021 (edited) Title pretty much says it all, I have a set of USD assets made via the component builder and I want to have a material for viewport visualization using USD preview surfaces and another for render time using materialX standard surface. In the documentation it says you can use a collect node but it never says how to implement or use it so that the default state is the USD preview and at render time it switches to materialX. When I was using materialX without texcoord nodes the material would show in viewport but I follwed the documentation and added texcoord nodes for each texture and it stopped, not really sure why I need this when I wasn't having uv error without using it. The second question is just an error I encountered when point instancing variant assets, it says "no display node found" It was working earlier and I couldn't find what this means. Thankyou for your time! Edited November 2, 2021 by Latimerias Quote Link to comment Share on other sites More sharing options...
Latimerias Posted November 4, 2021 Author Share Posted November 4, 2021 Figured it out, the collect node reads the first shader as the default openGL shader so you pipe a USD preview surface into that and your render shader into the second input. It appears materialX usd preview doesn't work currently but usd preview does. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.