Normal Map Issue with Secondary UV Map in Karma XPU

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Experiencing an issue blending two materials using two UV maps in Karma XPU. The normal map connected to the second UV map (uv1) produces unexpected results, while the normal map connected to the first UV map (uv) functions correctly.
Simplified setup:
  • Geometry with uv and uv1 vertex attributes, no UV-to-ST conversion.
  • MaterialX node chain: mtlxUsdPrimvarReader (Vector2: "uv1") → mtlximage (Vector3: "op:/img/copnet1/N") → mtlxnormalmap (default settings) → mtlxstandard_surface (default settings).
  • The top part of the geometry uses the uv attribute, not uv1, and does not require uv1
Test cases (corresponding to attached images 1–5, left to right):
  1. Original geometry or geometry with UVs converted from float3 to float2.
  2. Vertex Wrangle copying uv1 to empty uv space.
    @uv.x = @uv.x == 0.0? @uv1.x : @uv.x;
    @uv.y = @uv.y == 0.0? @uv1.y : @uv.y;
    
  3. Vertex Wrangle copying uv1 to uv.
    @uv = @uv1;
    
  4. Normal SOP applied (geometry has pre-existing vertex normals).
  5. Original geometry rendered in Karma CPU.
Image 6 shows viewport with uv1 seams as green lines.

Attachments:
UV_normals.hip (773.3 KB)
UV_normals.png (4.0 MB)

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585 posts
Joined: May 2019
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can you submit this as a bug?
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