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Fix subdivision scheme and normal interpolation on export #196

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Original file line number Diff line number Diff line change
Expand Up @@ -295,16 +295,27 @@ static void ExportMesh(ObjectContext objContext,
scene.Write(path, sample);
UnityEngine.Profiling.Profiler.EndSample();

pxr.UsdPrim usdPrim = scene.GetPrimAtPath(path);

// 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);
}

// 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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I think we should probably make this part of the schema class, in USD.NET.Unity.


// explicitly set the normal interpolation here –
// default should be "vertex" anyways but seems some viewers don't respect the default
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@jcowles jcowles Jul 16, 2020

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Can you note the problematic viewers and versions here, for future reference?

var normalInterp = new pxr.UsdGeomPrimvar(usdPrim.GetAttribute(pxr.UsdGeomTokens.normals));
normalInterp.SetInterpolation(pxr.UsdGeomTokens.vertex);

string usdMaterialPath;
if (exportContext.exportMaterials && sharedMaterial != null) {
if (!exportContext.matMap.TryGetValue(sharedMaterial, out usdMaterialPath)) {
Expand All @@ -329,9 +340,6 @@ static void ExportMesh(ObjectContext objContext,
}
}

var usdPrim = scene.GetPrimAtPath(path);
var usdGeomMesh = new pxr.UsdGeomMesh(usdPrim);

// 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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