Multiple material assignments don't transfer to Unreal

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Hi everyone,

I'm attempting to create and transfer material assignments from LOPs to Unreal, with no luck. A single material assigned to the whole object works mostly fine, however, when I use a Geometry Subset with a material assigned to individual prim/faces (each stored in indices), it doesn't transfer to Unreal, no sign of the primvar or anything. I've tried this method: https://www.sidefx.com/forum/topic/73293/?page=1#post-316378 [www.sidefx.com] , creating a property called "unrealAssetPath" on the material with a path to the material in Unreal in it, but it's still not seen. The value for the primvar "unrealAssetPath" gets prefixed and suffixed by an "@" for some reason.. (maybe that's the problem).

Anyway. Has anyone had any luck? Thanks so much.
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A lot of things don't support geometry subsets, I wouldn't rely on them. I can imagine a realtime oriented renderer not liking multiple materials per object, especially if an object is done in a single draw call.
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Ok good to know. Unreal can read meshes with multiple materials just fine. There must be another way that isn't geometry subsets? It's possible however that I'm missing something about how USD->Unreal is meant to work. It seems like a useful feature as this is common in using assets in Unreal.
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Sorted. We got help from SideFX with this, if you change the Familyname on the Geometry Subset to "materialBind", it works!
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