we have the problem, that we have a normal map and a detail normal map. But the detail normal map has to be used with a different uv-set. OmniPBR allows us to specify the uv-set for the normal map, but not to specify a different UV-Set for teh detail normal.
Si I have changed the OmniPBR to support a dedicated UV-set for detail normal maps. Would it be possible to adapt this change to the official OmniPBR material?
We’re planning to release a version of OmniPBR without texture maps, so that you can use the Material Editor to connect your own file_texture nodes with different texture_coordinates.
Not shure if we are talking about the same thing. We are creating our material (based on XcalibuRPBR) throug the usd-api. You said, that with a newer base material we can specify textures including the uv-set that should be used through the graph. My question was: Will it be possible to create those materials through usd-api too? Because we cannot use omni graph in this case, because we have to build the materials dynamically…