Hello! While preparing a few materials for USD exporting, I noticed that hooking up the Opacity Map to the OmniPBR Compute node does not affect the material’s opacity in Blender:
The current workaround is to also plug the Opacity Map texture directly into the Principled BSDF’s Alpha input:
This should be a pretty easy fix… Just need to add an “Alpha” output to the OmniPBR Compute node and add two more nodes inside it so that the Enable Opacity and Enable Opacity Texture parameters work as expected: