hey Andrew! just had a chance to take this for a test ride and it seems to work nicely, thank you
One thing that caught me by surprise though:
- the current UV set in maya come into Houdini as an attribute (uv)
- other UV sets come into Houdini with their “maya” names (i.e. map1)
So I am wondering:
- should we ensure that we either respect the “houdini” way of using uv layers, or use maya's way?
- should we ensure that we map UVs to layer in the same order as they were in maya? (i.e. map1 would be uv, the next one would be uv2, etc)
The reason I am wondering
- We need a way to potentially know in Houdini which attributes are the UVs
- We do need to know how they are named in maya
the way how FBX handles it so far has worked:
- add a uv attribute layer per uvset (i.e. uv, uv2, uv3, etc).
- add variable mappings to map to the maya attribute via the varmap detail attribute (i.e. uv –> map1, uv2 —> someOtherUV –> etc)
this is nice because we basically have a correspondence in Houdini on what maya attribute layer maps to which houdini attribute layer
I do imagine this could break compatibility, but perhaps it could be an option on the houdiniAsset node? How are color sets handled?
Mind you, I also do not mind the current implementation and am incredibly grateful for you getting it working so quickly
but I can see this potentially coming up as a question in the future so thought I would bring it up while I am testing this
thank you!