Bug: Animated multi-material mesh renders first material only

Tested in Omniverse 107.3,110 and Isaac sim 5.1

Bottom object is a mesh containing 4 materials. It imports into omniverse correctly.

Top object is an animated mesh containing the same 4 materials. It imports with all materials as the first material instead.

The tea_a model imports correctly into all other applications (Blender, 3ds max, online usd viewers)

We suspect this is an Omniverse bug

See attached files for replication

animated_model_materials_broken.zip (219.7 KB)

Hi and thanks for posting. I will download and look into this.

@Richard3D

Were you able to confirm this visual bug?

Our team has done more investigating and we are unsure if this is a 3dsmax exporter issue causing this bug or if it is omniverse’s rendering system. It is just strange that other applications are able to render the materials correctly from the same 3dxmax exported usd file.

I can escalate this into the enterprise support portal if it would help as it is impacting client work.

Hi there. Yes I have run some extensive tests. I am happy to report, that this is a bug I can detect with the Autodesk 2026 USD Exporter. In fact I am seeing several bugs with it. I have attached some test files here. You can see a max file for a simple cube and in the material editor is both a single material and a multi material for testing. Also you will see 4 files, two fbxs, two usds, each for single and multi material.

The first test you must always do, is self re-import. This is crucial. If you cannot successfully self-reimport, you have no need to test further in other software. So take these four files and reimport into a fresh 3dsmax scene. You can see that the FBX versions work perfectly for both animation and for multi materials. However, the USD files, not only do not work for multi materials, but they have a really bad keyframe animation glitch.

So I will investigate further but it looks like this is an issue with Autodesk’s USD Exporter. For now your work around is to just use FBX, which is totally fine. You do not need to use USD.

Here are the files
test.zip (62.7 KB)

If you are Enterprise you should still run this up to them as well. What company are you with?

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I will let our technical art team know that the bug is within Autodesk’s exporter as I am the lead developer on the technical side of Omniverse for Kinetic Vision.

I will also create a case in the Nvidia portal for visibility. We will also report the bug to Autodesk though our technical support with them as well.

Thanks again for the help!