Houdini cannot resolver OmniPBR from exsit usd file
but it can be use from materiallib
And also, Omniverse creator 3.1 &3.0 cannot resolver Mtlx shader aswell…

Houdini cannot resolver OmniPBR from exsit usd file
but it can be use from materiallib
And also, Omniverse creator 3.1 &3.0 cannot resolver Mtlx shader aswell…
the model itself are export from maya by defult setting
I am using simplest omnipbr shader to test it, also mtlx are stander shader
Flower1.usd layer contain shader and model infomation
test.usd layer only refrence background and make a tranform to model
so it isn’t a conplex layer stack
and btw, i am still confuse blender connector.
i have already test blender connector for 2day, but still can not understand how to export transparent shader as mdl, is that still not support?
Hi are you using an Omni mdl node after your import? What does your Solaris network look like?
Hello @Jiucao
do you have the Flower1.usd file that I can take a look here?
I am digging into the mtlx question as well now.
Wayne
I didn’t create omni mdl node.
Solaris network just some refrence & merge node
Not something special…
not even create our cunston node
there is
Hello @Jiucao
sorry for the late reply. I setup a hip file to make the materials work in Houdini. Please see attached hip file.
mtlx.hip (145.4 KB)
There are several things going on -
info:mdl:sourceAsset:subIdentifier
on the shader has an unexpected trailing string (color,texture_2d,float,......)
Is it coming from Maya Connector export? I will check with our internal Maya Connector team and make sure this value is valid (or fix it if it is a bug.) In the mean time, the workaround is to put an Edit Properties
LOP to modify the attribute. I have it in the hip file for your reference."@OmniPBR.mdl@ -> Connot be resolverd"
question - this is an expected behavior. The attribute is used by RTX renderer and Houdini does not know much about it. We only use it as a string instead of a resolvable Asset Path in Houdini Connector.Thank you for using Omniverse and the feedback. Your experience and suggestions are very important to us. It helps us building better tools.
Please let me know if you have more questions, I am happy to answer them. Faster this time ;)
Wayne
Model are export from blender
Shading from maya
assamble from houdini
thx reply
That sounds good! good workflow you have there!
We have fixed the OmniPBR issue you had above in the next Houdini Connector release. Thank you again for reporting the issue!
Wayne
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