Import of Maya USD to Omniverse USD Composer - no textures?

Operating System:

Windows

Kit Template:

USD Composer

GPU Hardware:

50 series

GPU Driver:

Latest

Work Flow:

Followed MaterialX workflow with a few alterations, creating MaterialX Standard Surface material with 3 texture files. When this did not import correctly, used the Standard Surface to USD Preview Surface translation node, which also did not carry textures over upon import.

Main Issue:

I am trying to create a USD stage completely within Maya that will be used to import into Omniverse or into other DCCs and still retain materials. Found a YT video that stated using LookDevX within Maya and MaterialX was the best way, as stated in Maya documentation also for best results. After many iterations of staging a USD, exporting USD with various settings, texture file paths set to absolute, automatic and relative with all showing no texture paths.

Reproduction Steps:

Can provide Maya scene file, USD file for reference.

Error Code:}

Error codes I am receiving within Omniverse upon import show: " 2025-07-23 03:03:40 [Warning] [rtx.neuraylib.plugin] [MDLC:COMPILER] 1.0 MDLC comp warn : file:/C:/Users/lewis/AppData/Local/Temp/xehg.4/materialx_gen.mdl?watch=0000013f42048db0(90,11): C183 unused parameter ‘occlusion’ "

Ok let me see if I can get a materials expert to help you.

Thanks Richard! To add more to this, it strangely states in Omniverse console other errors that the USD file cannot reference texture files in a specific path (.exr files) which is the exact file path used within the USD stage from Maya. Will follow up with a screenshot of error from this ASAP

So these are the error messages I receive, not upon import, but when selecting the material that has the textures attached to it:

2025-07-24 10:54:02 [Error] [omni.hydra] [UsdToMdl] Prim ‘/mtl/FOP_mtl/ShaderMdlFormMtlx’ parameter ‘image1_file’: References an asset that can not be found: ‘../../E:/CGI/PRIORITY/68781710_3DC_SCL_Dove_Relaxing_225ml_BTL_DELILAH/68773729_diffuse_whitebg.exr’
2025-07-24 10:54:02 [Error] [omni.hydra] [UsdToMdl] Prim ‘/mtl/FOP_mtl/ShaderMdlFormMtlx’ parameter ‘image2_file’: References an asset that can not be found: ‘../../E:/CGI/PRIORITY/68781710_3DC_SCL_Dove_Relaxing_225ml_BTL_DELILAH/68773729_metalness_mask.exr’
2025-07-24 10:54:02 [Error] [omni.hydra] [UsdToMdl] Prim ‘/mtl/FOP_mtl/ShaderMdlFormMtlx’ parameter ‘image3_file’: References an asset that can not be found: ‘../../E:/CGI/PRIORITY/68781710_3DC_SCL_Dove_Relaxing_225ml_BTL_DELILAH/68773729_normal_map_v3.exr’
2025-07-24 10:54:02 [Error] [omni.hydra] [UsdToMdl] Prim ‘/mtl/FOP_mtl/ShaderMdlFormMtlx’ parameter ‘image1_file’: References an asset that can not be found: ‘../../E:/CGI/PRIORITY/68781710_3DC_SCL_Dove_Relaxing_225ml_BTL_DELILAH/68773729_diffuse_whitebg.exr’
2025-07-24 10:54:02 [Error] [omni.hydra] [UsdToMdl] Prim ‘/mtl/FOP_mtl/ShaderMdlFormMtlx’ parameter ‘image2_file’: References an asset that can not be found: ‘../../E:/CGI/PRIORITY/68781710_3DC_SCL_Dove_Relaxing_225ml_BTL_DELILAH/68773729_metalness_mask.exr’
2025-07-24 10:54:02 [Error] [omni.hydra] [UsdToMdl] Prim ‘/mtl/FOP_mtl/ShaderMdlFormMtlx’ parameter ‘image3_file’: References an asset that can not be found: ‘../../E:/CGI/PRIORITY/68781710_3DC_SCL_Dove_Relaxing_225ml_BTL_DELILAH/68773729_normal_map_v3.exr’

These file paths are as I say, the same path used in the originally built USD stage in Maya, and the textures are still in the same path folder, so I’m really unsure as to why this is happening.

You are using EXRs as textures? Isn’t that extremely heavy? I would not recommend that. PNGs are fine.

Heavy yes but PNGs are a no-go for CGI creation. Nowhere near as flexible as .exr files, we’ve integrated them into our pipeline for a while after PNGs caused issues with colour and encoding alpha.

I don’t know if this would have much of a difference on the USD file switching to PNG or even TIFF, I’m sure I remember somewhere in Maya documentation it states the support of 32bit EXR files.

I would certainly try with just basic PNGs until you know. I am not sure we even support EXR in. Normally, even in VFX, you use EXRs for output. Not input.

I think support for EXR would be something that should pursued for Omniverse if it isn’t supported already, it has much more flexibility for texturing. Don’t really recall anyone in VFX not using either TIFF or EXR for input and output tbh. Going to try the PNG anyway to see how that changes things!

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