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Coding Error in _LoadTexture #89
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It's logging the error here on verifying the loaded image using There's a lack of debug information here to figure out why it is exactly failing, but it is clear that it cannot read the texture. Can you try and change the code to this and recompile: GlfImageSharedPtr image = GlfImage::OpenForReading(path);
if (!TF_VERIFY(image, "Unable to load texture: %s", path)) {
return nullptr;
} Then it should at least log what path it is trying to load from, so we can detect whether it resolved the wrong path for the texture or whether it's just unable to load a texture path that is actually correct. Also, could you provide this example barrel file? You can |
will do this thing tomorrow morning and get back to you guys |
OK so here is the "path" it finds: // Error: Failed verification: ' image ' -- Unable to load texture: 8 -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp // Side note this used to work in the main branch. Thanks |
Interesting. @suekieza Are you able to share the barrel example file with its textures here? |
Sure thing, see link its a bit big with the maps |
Thanks. Seems I had to request access, so you should have an e-mail about that. 👍 |
Excepted your request :D |
Thanks. I can reproduce the issue here. I think the debugging code I wrote might also be wrong as it might fail on actually correctly writing out the I'll investigate on my end a bit more. |
I've updated the debug code with: GlfImageSharedPtr image = GlfImage::OpenForReading(path);
if (!TF_VERIFY(image, "Unable to load texture: %s", path.c_str())) {
return nullptr;
} Which using the
Initially I thought it might fail on the relative paths. Then I re-exported and flattened the
Which in my case the path is correct, however the texture is still not loading. Maybe it's failing on resolving the So most likely it's failing on |
hmmmmm isnt UDIM a standard why to read uv tiles? maybe @HamedSabri-adsk can way in on this as well |
also it worked before with the master branch and standard AL it also works(displays textures just fine) |
@suekieza I believe the master branch and standard AL rely on the Hydra delegate to display it, even in Viewport 2.0 if I recall correctly. As such I quickly tested with the As such, the textures solely fail to load in the Viewport 2.0 Delegate as they get loaded in a different way. Reference:
|
Excellent, so at least this is something that can be fixed/restored? Thanks for all the help by the way, much appreciated. |
Thanks for reporting the issue and sharing the asset. I will look into it. |
Hey @HdC-adsk any news on this problem? Thanks Sue |
Hey @suekieza No. I am working on other tasks currently and don't have time to look into it yet. I will let you know when I make progress on this task, hopefully later today. Thanks. |
Hey @suekieza , I just requested the access of the file and will work on it once I get the permission. If the issue is blocking you, the easiest workaround is to temporarily remove the following line in mayaUSD.mod. VP2_RENDER_DELEGATE_PROXY=1 I will let you know when it is fixed so you can restore this line. |
Hey there, could you send me your email again I have miss placed it some how. Nevermind I see you are shared now |
@suekieza if you're fine with sharing the files publicly you can also Since I believe the file is actually an example file from Houdini you might be fine with just sharing it publicly. |
Hey @suekieza , Yes, I've downloaded the asset you shared, thanks. As much as we want to implement the support for UDIM textures, we also need to implement a list of VP2RenderDelegate features which have been already supported by Hydra Storm. Could you please help me to understand how frequent and important UDIM textures are in your workflow? This will help us to prioritize and plan the coming tasks accordingly. Thanks. |
Tracked as MAYA-101853 internally. |
Hey @HdC-adsk so had some chats internally about this problem, The overall consensus is that we will indeed need UDIMs for our projects as it helps keep texture map sizes under control. We seem to use them on all our assets so workflow wise they are a core part of texturing for us. Thanks |
Hi @suekieza . Thanks for the info. We've also arranged this issue for the current sprint. |
Hey there, Any updates on this? |
Hi @suekieza , Sorry we haven't had progress on this yet. I understand it is a blocking issue to you, could you remove "VP2_RENDER_DELEGATE_PROXY" env var in mayaUSD.mod to workaround? This will enable the AL draw override solution which uses Hydra Storm backend, so UDIM texture should be back. We definitely need to add UDIM texture support for VP2RenderDelegate, but at the same time we also have some more important issues that would impact more general workflows thus we need to fix those issues as early as possible. Hope it makes sense to you. Thanks. |
Sure does thanks for the response :D |
* - trying to be explicit here for sake of clarity! * - Fix MacOSX python issue that was caused by overriding args. Thanks to Pierre! (cherry picked from commit cc2ca87)
@suekieza I tested your file, on the latest internal version and it seems to be working. Please give it a try and let us know your results. |
Cool thanks guy's will test tomorrow :D/ |
@suesauer Any update so we can move on to close it? |
As far as I can see its still not working.... `file -f -new; // Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_BaseColor.png // Im on pizar usd 20.05 |
@suesauer Looks like you are not using VP2RenderDelegate? Can you find the message in the output window?
@williamkrick Any other suspect? |
@suesauer You will need to adopt USD 20.08 in order to test UDIM support. |
Last time I tried adopting 20.08 the engine.cpp didn't want to build. Has that been fixed? |
@suesauer We haven't yet merged #617 so in order to adopt USD 20.08 you need to:
|
UDIM support has been added some time ago and last two GitHub releases came with USD 20.08. Closing this ticket. |
Hey there,
refactoring_sandbox branch, Pulled down today with USD 1d08054
This barrel works just fine in Solaris, and usdview. But imports black(no textures) in maya 2019.1
FYI: I've check and the textures are in the right place. Not sure why maya is looking for them here: /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp
The error it gives in maya.
Error CODE:
// Breakdown for file: /home/suesauer/Documents/LOPS_DEMO_FILES/Library/Assets/Barrels/BarrelsAsset.usd [-2.14748e+07%](0ms) LoadStage [-2.14748e+07%](0ms) PostLoadProcess [-2.14748e+07%](0ms) CreateTransformChains [-2.14748e+07%](0ms) HuntForNativePrims [-2.14748e+07%](0ms) PostImportLogic [-2.14748e+07%](0ms) CreatePrims [-2.14748e+07%](0ms) OpeningUsdStage [-2.14748e+07%](0ms) UsdStageOpen [-2.14748e+07%](0ms) OpenRootLayer [-2.14748e+07%](0ms) OpeningSessionLayer // setFilterScript "initialShadingGroup"; // Result: 0 // setFilterScript "initialParticleSE"; // Result: 0 // setFilterScript "defaultLightSet"; // Result: 1 // setFilterScript "defaultObjectSet"; // Result: 1 // ls -type mayaUsdProxyShapeBase -long; // Result: |AL_usdmaya_Proxy|AL_usdmaya_ProxyShape // ls -type mayaUsdProxyShapeBase -long; // Result: |AL_usdmaya_Proxy|AL_usdmaya_ProxyShape // // Error: Failed verification: ' image ' -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp // // Error: Failed verification: ' image ' -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp // // Error: Failed verification: ' image ' -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp // timeField -edit -value
currentTime -queryTimeSlider|MainTimeSliderLayout|formLayout8|timeField1; // Result: TimeSlider|MainTimeSliderLayout|formLayout8|timeField1 // timeField -edit -value
currentTime -queryTimeSlider|MainTimeSliderLayout|formLayout8|timeField1; // Result: TimeSlider|MainTimeSliderLayout|formLayout8|timeField1 //
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