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StandardShaderBall: Polygon winding order #70
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Hi @msuzuki-nvidia! Thanks for the suggestion. I'm curious, which DCC's have you found struggling with left-handed meshes? As you mentioned, meshes can be either right- or left-handed in USD, so it's surprising this would be a problem for a tool with USD support (especially at this point, now that USD's been out for a while). |
Added #74 to track a separate test asset, that exemplifies both mesh types (as well as other important properties of the mesh schema). |
Hi @crydalch, initially I encountered an issue in Omniverse (it is reported internally and going to be fixed), but also found that Maya interprets the UVs incorrectly if I read the USD file via "File > Import". Interestingly, the same USD file works fine if it's referenced via "Create > USD > Stage From File". I understand that these are application specific issues, but making less trouble could improve the user experience. |
…camera. To make it easier for tools which don't yet read both types of USD meshes, this commit changes the geometry to be rightHanded. There should be no visual differences for renderers/software that recognize meshes could have either winding order. (Issue usd-wg#70) The triangulated variant now has `normals` authored as well now (Issue usd-wg#69) Also re-authored the Camera transform using XformCommonAPI, rather than a 4x4 Matrix, so the translate/rotate values are clear.
@msuzuki-nvidia can you log an issue on the Maya-USD repo, about recognizing mesh winding order and texture coordinates? PR #80 will change the repo, so adding a repro case to the ticket will probably be helpful. |
Currently the polygon winding order in the USD file is left-handed, which is Houdini's default. While this is compliant with the USD spec, switching to right-handed orientation might cause fewer issues for other DCC tools that assume a right-handed mesh.
SOP Import node has an option
Reverse Polygon Vertex Ordering
to change the winding order.The text was updated successfully, but these errors were encountered: