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How can I set separate materials in USD file for render time and openGL, also "no display node" error.


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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 by Latimerias
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