Renderman Solaris UDIM tip

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If anybody's ever wondering why their RenderMan scenes with UDIM textures display fine in the Solaris viewport but don't render via husk, the textures need to be referenced with <UDIM> not <udim> or anything else. I learned this the hard way today!
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Ever had the issue where only the first UDIM actually shows up in the render?
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Hmm, I have had that happen, but not recently. I think it's usually a result of an incorrect UDIM token or sometimes a renderer has a "Mari tiles" (paraphrasing) or some such checkbox.
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We've had this problem as well with Redshift. For some reason, the default token will be all jumbled with "%" and others things. Will render fine in hydra/viewport, but not at all in mplay/husk. Can't remember the the specific situation, could have been that the artist forgot to change the "type" in the drop down menu as well.
Edited by AndreasWeidman - July 24, 2021 15:35:49

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Screenshot from 2021-07-24 21-34-44.png (27.4 KB)

Andreas Weidman
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That's literally all you do. Use that, and the expression is correct.
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tinyhawkus
That's literally all you do. Use that, and the expression is correct.

Yes, as I mentioned, that is what you should do to get the correct token.

What I, (and Brian), suggest is interesting though is that an incorrect token, (like using the default “framerange” or misspelling), will render fine in hydra/viewport but not in husk (will just be black). So when a mistake happens in lookdev you don’t catch it before it is too late and end up screwing your farm renders.

In our case when It happened once, I don’t remember if it was a misspelled token or if the drop down was set to the wrong thing when it happened. Either way, would be nice if hydra and husk interprets tokens the same “correct” way.
Andreas Weidman
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For our case, it was that UV wasn't translating to ST properly. Using a PxrManifold2d vop and setting the uvSet parm to 'uv' and plugging that into the PxrTexture node solved the issues.
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