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Fix subdivision scheme and normal interpolation on export #196
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hybridherbst
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Original file line number | Diff line number | Diff line change |
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@@ -295,16 +295,27 @@ static void ExportMesh(ObjectContext objContext, | |
scene.Write(path, sample); | ||
UnityEngine.Profiling.Profiler.EndSample(); | ||
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pxr.UsdPrim usdPrim = scene.GetPrimAtPath(path); | ||
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// TODO: this is a bit of a half-measure, we need real support for primvar interpolation. | ||
// Set interpolation based on color count. | ||
if (sample.colors != null && sample.colors.Length == 1) { | ||
pxr.UsdPrim usdPrim = scene.GetPrimAtPath(path); | ||
var colorPrimvar = new pxr.UsdGeomPrimvar(usdPrim.GetAttribute(pxr.UsdGeomTokens.primvarsDisplayColor)); | ||
colorPrimvar.SetInterpolation(pxr.UsdGeomTokens.constant); | ||
var opacityPrimvar = new pxr.UsdGeomPrimvar(usdPrim.GetAttribute(pxr.UsdGeomTokens.primvarsDisplayOpacity)); | ||
opacityPrimvar.SetInterpolation(pxr.UsdGeomTokens.constant); | ||
} | ||
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// for polygonal meshes, we do not want the default subdivision scheme of "catmull-clark" but instead "none" | ||
// so that authored normals keep working. | ||
var usdGeomMesh = new pxr.UsdGeomMesh(usdPrim); | ||
usdGeomMesh.CreateSubdivisionSchemeAttr().Set(new pxr.TfToken("none")); | ||
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// explicitly set the normal interpolation here – | ||
// default should be "vertex" anyways but seems some viewers don't respect the default | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Can you note the problematic viewers and versions here, for future reference? |
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var normalInterp = new pxr.UsdGeomPrimvar(usdPrim.GetAttribute(pxr.UsdGeomTokens.normals)); | ||
normalInterp.SetInterpolation(pxr.UsdGeomTokens.vertex); | ||
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string usdMaterialPath; | ||
if (exportContext.exportMaterials && sharedMaterial != null) { | ||
if (!exportContext.matMap.TryGetValue(sharedMaterial, out usdMaterialPath)) { | ||
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@@ -329,9 +340,6 @@ static void ExportMesh(ObjectContext objContext, | |
} | ||
} | ||
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var usdPrim = scene.GetPrimAtPath(path); | ||
var usdGeomMesh = new pxr.UsdGeomMesh(usdPrim); | ||
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// Process each subMesh and create a UsdGeomSubset of faces this subMesh targets. | ||
for (int si = 0; si < mesh.subMeshCount; si++) { | ||
int[] indices = mesh.GetTriangles(si); | ||
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I think we should probably make this part of the schema class, in USD.NET.Unity.