I’m developing an Omniverse connector for 3d geometry and I am trying to have it apply materials using the C++ API as demonstrated in the connector sample.
There are three different materials that I’m pulling in here - originally they were all from the NVIDIA mount on my Nucleus server, but now I’ve copied the whole vMaterials library off of the mount in an effort to remedy my inconsistencies (I was thinking it may have been an internet issue).
To elaborate: I’ve encountered some frustrating inconsistency and an error that I need help interpreting.
The inconsistency is that sometimes when I open a file all three materials appear to load in properly, but sometimes one or more of the materials will fail to load. I think this has something to do with the first error of the two shown below.
The second error below is quite clear - the texture file isn’t loading in for one of the materials (but the other two materials have loaded in successfully). This material has also loaded in perfectly fine as recently as this morning - and I don’t believe I’ve edited anything in this file since then.
I had received direction here on how to do this:
Following that advice: here is the function I’m using to bind the material. I quite literally ripped the MDL shader part of the function out of the connector sample and replaced some hardcoded material references with input variables pointing to mdl names and directories:
Please let me know if I’m doing anything blatantly wrong - or if I have anything missing here.
I’m using a gold material, a zinc material, and a clay material in my demo
Here are some more images - pay no attention to my scene hierarchy being out of order :)
Showing the gold material applied correctly
Showing failed application of the clay material
Showing successful application of zinc material on front face but strange behavior of the zinc material on the top face - could this be due to a failed uv map?
I appreciate any help! Thank you!