Hi, I'm a long time Maya-based TA, but brand new to Houdini.
I'm trying to get the Engine plugin set up in Maya so that we can leverage some Houdini functionality inside Maya, as extra modelling tools for artists.
I have a working test HDA that simply does a UV Layout on a given mesh, (applying the layout ONLY to shells that are sitting in negative UV space). It works fine in Maya using what seems to be the "default approach" - i.e. it creates a new asset node with a transform child and a NEW COPY of the source mesh underneath it that the network is applied to.
However, I don't really want to use this method (at least in this example) as it's more of a mess to clean up afterwards, I'd much rather just apply the functionality onto the original mesh, i.e. as "history" ideally. This does seem to be supported by the plugin, but when I try it, either manually selecting and pressing buttons in the Attribute Editor, or via the provided MEL command(s), my source mesh DOES recieve the correct UV Layout, but it also goes bright green and loses all it's shader connections. If I then UNDO, all my UVs become permanently corrupt and the correct shader assignments never come back. (see images).
Am I doing something wrong in Maya, or in the HDA network? or is there a problem with this source mesh?
I tried the same approach on a simpler cube and it initially seemed to work fine, but as soon as I applied more than one material to the cube it exhibited the same broken behaviour. Likewise, I re-applied a single new shader to the whole original mesh and that also fixed it, so it does seem to be related to how the shaders are applied. I'm assuming it should work on meshes with more than one shader though, right?
Any ideas how I can fix or avoid this? Thanks