Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

MAYA-106486 Import UV set mappings #902

Merged
merged 5 commits into from
Nov 12, 2020
Merged
Show file tree
Hide file tree
Changes from 3 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion lib/mayaUsd/fileio/shading/shadingModeExporterContext.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -537,7 +537,7 @@ class _UVMappingManager
= _material.GetPrim().GetPath().GetParentPath().AppendChild(TfToken(newName.c_str()));
UsdShadeMaterial newMaterial
= UsdShadeMaterial::Define(_material.GetPrim().GetStage(), newPath);
newMaterial.GetPrim().GetSpecializes().AddSpecialize(_material.GetPrim().GetPath());
newMaterial.SetBaseMaterial(_material);

TfTokenVector::const_iterator itNode = _nodesWithUVInput.cbegin();
TfTokenVector::const_iterator itName = uvNames.cbegin();
Expand Down
169 changes: 162 additions & 7 deletions lib/mayaUsd/fileio/translators/translatorMaterial.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,9 @@
#include <pxr/base/tf/token.h>
#include <pxr/base/vt/types.h>
#include <pxr/usd/sdf/assetPath.h>
#include <pxr/usd/sdf/layer.h>
#include <pxr/usd/sdf/path.h>
#include <pxr/usd/usd/primCompositionQuery.h>
#include <pxr/usd/usd/stage.h>
#include <pxr/usd/usdGeom/gprim.h>
#include <pxr/usd/usdGeom/mesh.h>
Expand All @@ -38,8 +40,10 @@

#include <maya/MDagPath.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MFnSet.h>
#include <maya/MFnSingleIndexedComponent.h>
#include <maya/MGlobal.h>
#include <maya/MIntArray.h>
#include <maya/MObject.h>
#include <maya/MSelectionList.h>
Expand All @@ -51,6 +55,63 @@

PXR_NAMESPACE_OPEN_SCOPE

// clang-format off
TF_DEFINE_PRIVATE_TOKENS(
_tokens,

(inputs)
(varname)
);
// clang-format on

namespace {
// We want to know if this material is a specialization that was created to handle UV mappings on
// export. For details, see the _UVMappingManager class in ..\shading\shadingModeExporterContext.cpp
//
bool _IsMergeableMaterial(const UsdShadeMaterial& shadeMaterial)
{
if (!shadeMaterial || !shadeMaterial.HasBaseMaterial()) {
return false;
}

UsdPrimCompositionQuery query(shadeMaterial.GetPrim());
std::vector<UsdPrimCompositionQueryArc> arcs = query.GetCompositionArcs();

// Check for materials created by _UVMappingManager::getMaterial(). This code could probably be
// expanded to be more generic and handle more complex composition arcs at a later stage.

// Materials created by the _UVMappingManager have only 2 arcs:
if (arcs.size() != 2) {
return false;
}

UsdPrimCompositionQueryArc specializationArc = arcs[1];
SdfPath primPath = shadeMaterial.GetPath();

// Check that the specialization arc contains only opinions on varname inputs:
bool retVal = true;
auto isVarnameOpinion = [&](const SdfPath& path) {
if (path == primPath) {
return;
}
if (path.GetParentPath() != primPath || !path.IsPrimPropertyPath()) {
retVal = false;
return;
}
std::vector<std::string> splitName = SdfPath::TokenizeIdentifier(path.GetName());
// We allow only ["inputs", "<texture_name>", "varname"]
if (splitName.size() != 3 || splitName[0] != _tokens->inputs.GetString()
|| splitName[2] != _tokens->varname.GetString()) {
retVal = false;
}
};

specializationArc.GetIntroducingLayer()->Traverse(primPath, isVarnameOpinion);
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The layer-based traversal at the bottom here has the potential to be way more expensive than it needs to be. At the point where we start the traversal, all we know is that we're looking at a specialized material. The root of the traversal is the primSpec in the layer that introduced the specialize arc. That layer may also have an arbitrary number of properties and/or namespace children authored for that Material, and we're going to end up visiting all of those paths when really we know whether or not we should stop after inspecting only the Material primSpec and its properties.

With the caveat that this is untested, this is kind of what I'm thinking for this, beginning right after we verify that there are only two arcs:

    // This is a little more robust than grabbing a specific arc index.
    UsdPrimCompositionQuery::Filter filter;
    filter.arcTypeFilter = UsdPrimCompositionQuery::ArcTypeFilter::Specialize;
    query.SetFilter(filter);
    arcs = query.GetCompositionArcs();
    const UsdPrimCompositionQueryArc specializationArc = arcs.front();

    const SdfLayerHandle layer = specializationArc.GetIntroducingLayer();
    const SdfPrimSpecHandle primSpec = layer->GetPrimAtPath(shadeMaterial.GetPath());

    // If the primSpec that specializes the base material introduces other
    // namespace children, it can't be merged.
    if (!primSpec->GetNameChildren().empty()) {
        return false;
    }

    // Check that the only properties authored are varname inputs.
    for (const SdfPropertySpecHandle& propSpec : primSpec->GetProperties()) {
        const SdfPath propPath = propSpec->GetPath();

        const std::vector<std::string> splitName =
            SdfPath::TokenizeIdentifier(propPath.GetName());
        // We allow only ["inputs", "<texture_name>", "varname"]
        if (splitName.size() != 3u ||
                splitName[0u] != _tokens->inputs.GetString() ||
                splitName[2u] != _tokens->varname.GetString()) {
            return false
        }
    }

    return true;


return retVal;
}
} // namespace

/* static */
MObject UsdMayaTranslatorMaterial::Read(
const UsdMayaJobImportArgs& jobArguments,
Expand All @@ -70,6 +131,11 @@ MObject UsdMayaTranslatorMaterial::Read(
return shadingEngine;
}

if (_IsMergeableMaterial(shadeMaterial)) {
// Use the base material instead
return Read(jobArguments, shadeMaterial.GetBaseMaterial(), boundPrim, context);
}

UsdMayaJobImportArgs localArguments = jobArguments;
for (const auto& shadingMode : jobArguments.shadingModes) {
if (shadingMode.mode == UsdMayaShadingModeTokens->none) {
Expand All @@ -89,10 +155,87 @@ MObject UsdMayaTranslatorMaterial::Read(
return shadingEngine;
}

namespace {
using _UVBindings = std::map<TfToken, TfToken>;

static _UVBindings
_GetUVBindingsFromMaterial(const UsdShadeMaterial& material, UsdMayaPrimReaderContext* context)
{
_UVBindings retVal;

if (!material || !context) {
return retVal;
}
const bool isMergeable = _IsMergeableMaterial(material);
// Find out the nodes requiring mapping. This code has deep knowledge of how the mappings are
// exported. See the _UVMappingManager class in ..\shading\shadingModeExporterContext.cpp for
// details.
for (const UsdShadeInput& input : material.GetInputs()) {
const UsdAttribute& usdAttr = input.GetAttr();
std::vector<std::string> splitName = usdAttr.SplitName();
if (splitName.size() != 3 || splitName[2] != _tokens->varname.GetString()) {
continue;
}
VtValue val;
usdAttr.Get(&val);
if (!val.IsHolding<TfToken>()) {
continue;
}
SdfPath nodePath = isMergeable
? material.GetBaseMaterial().GetPath().AppendChild(TfToken(splitName[1]))
: material.GetPath().AppendChild(TfToken(splitName[1]));
MObject mayaNode = context->GetMayaNode(nodePath, false);
MStatus status;
MFnDependencyNode depFn(mayaNode, &status);
if (!status) {
continue;
}
retVal[val.UncheckedGet<TfToken>()] = TfToken(depFn.name().asChar());
}

return retVal;
}

static void _BindUVs(const MDagPath& shapeDagPath, const _UVBindings& uvBindings)
{
if (uvBindings.empty()) {
return;
}

MStatus status;
MFnMesh meshFn(shapeDagPath, &status);
if (!status) {
return;
}

MStringArray uvSets;
meshFn.getUVSetNames(uvSets);

// We explicitly skip uvSet[0] since it is the default in Maya and does not require explicit
// linking:
for (unsigned int uvSetIndex = 1; uvSetIndex < uvSets.length(); uvSetIndex++) {
TfToken uvSetName(uvSets[uvSetIndex].asChar());
_UVBindings::const_iterator iter = uvBindings.find(uvSetName);
if (iter == uvBindings.cend()) {
continue;
}
MString uvLinkCommand("uvLink -make -uvs \"");
uvLinkCommand += shapeDagPath.fullPathName();
uvLinkCommand += ".uvSet[";
uvLinkCommand += uvSetIndex;
uvLinkCommand += "].uvSetName\" -t \"";
uvLinkCommand += iter->second.GetText(); // texture name
uvLinkCommand += "\";";
status = MGlobal::executeCommand(uvLinkCommand);
}
}
} // namespace

static bool _AssignMaterialFaceSet(
const MObject& shadingEngine,
const MDagPath& shapeDagPath,
const VtIntArray& faceIndices)
const MObject& shadingEngine,
const MDagPath& shapeDagPath,
const VtIntArray& faceIndices,
const _UVBindings& faceUVBindings)
{
MStatus status;

Expand All @@ -117,6 +260,7 @@ static bool _AssignMaterialFaceSet(
"Could not add component to shadingEngine %s.", seFnSet.name().asChar());
return false;
}
_BindUVs(shapeDagPath, faceUVBindings);
}

return true;
Expand All @@ -141,14 +285,18 @@ bool UsdMayaTranslatorMaterial::AssignMaterial(

MStatus status;
const UsdShadeMaterialBindingAPI bindingAPI(primSchema.GetPrim());
MObject shadingEngine = UsdMayaTranslatorMaterial::Read(
jobArguments, bindingAPI.ComputeBoundMaterial(), primSchema, context);
UsdShadeMaterial meshMaterial = bindingAPI.ComputeBoundMaterial();
_UVBindings uvBindings;
MObject shadingEngine
= UsdMayaTranslatorMaterial::Read(jobArguments, meshMaterial, primSchema, context);

if (shadingEngine.isNull()) {
status = UsdMayaUtil::GetMObjectByName("initialShadingGroup", shadingEngine);
if (status != MS::kSuccess) {
return false;
}
} else {
uvBindings = _GetUVBindingsFromMaterial(meshMaterial, context);
}

// If the gprim does not have a material faceSet which represents per-face
Expand All @@ -164,6 +312,7 @@ bool UsdMayaTranslatorMaterial::AssignMaterial(
TF_RUNTIME_ERROR(
"Could not add shadingEngine for '%s'.", shapeDagPath.fullPathName().asChar());
}
_BindUVs(shapeDagPath, uvBindings);
}

return true;
Expand Down Expand Up @@ -197,7 +346,8 @@ bool UsdMayaTranslatorMaterial::AssignMaterial(

VtIntArray unassignedIndices
= UsdGeomSubset::GetUnassignedIndices(faceSubsets, faceCount);
if (!_AssignMaterialFaceSet(shadingEngine, shapeDagPath, unassignedIndices)) {
if (!_AssignMaterialFaceSet(
shadingEngine, shapeDagPath, unassignedIndices, uvBindings)) {
return false;
}
}
Expand All @@ -208,20 +358,25 @@ bool UsdMayaTranslatorMaterial::AssignMaterial(
if (boundMaterial) {
MObject faceSubsetShadingEngine = UsdMayaTranslatorMaterial::Read(
jobArguments, boundMaterial, UsdGeomGprim(), context);

_UVBindings faceUVBindings;
if (faceSubsetShadingEngine.isNull()) {
status = UsdMayaUtil::GetMObjectByName(
"initialShadingGroup", faceSubsetShadingEngine);
if (status != MS::kSuccess) {
return false;
}
} else {
faceUVBindings = _GetUVBindingsFromMaterial(boundMaterial, context);
}

// Only transfer the first timeSample or default indices, if
// there are no time-samples.
VtIntArray indices;
subset.GetIndicesAttr().Get(&indices, UsdTimeCode::EarliestTime());

if (!_AssignMaterialFaceSet(faceSubsetShadingEngine, shapeDagPath, indices)) {
if (!_AssignMaterialFaceSet(
faceSubsetShadingEngine, shapeDagPath, indices, faceUVBindings)) {
return false;
}
}
Expand Down
7 changes: 4 additions & 3 deletions lib/usd/translators/meshReader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -127,15 +127,16 @@ bool MayaUsdPrimReaderMesh::Read(UsdMayaPrimReaderContext* context)
}
}

// assign material
assignMaterial(mesh, _GetArgs(), meshRead.meshObject(), context);

// assign primvars to mesh
UsdMayaMeshReadUtils::assignPrimvarsToMesh(
mesh, meshRead.meshObject(), _GetArgs().GetExcludePrimvarNames());

// assign invisible faces
UsdMayaMeshReadUtils::assignInvisibleFaces(mesh, meshRead.meshObject());

// assign material
assignMaterial(mesh, _GetArgs(), meshRead.meshObject(), context);

return true;
}

Expand Down
16 changes: 16 additions & 0 deletions lib/usd/translators/shading/usdUVTextureReader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -98,6 +98,12 @@ TF_DEFINE_PRIVATE_TOKENS(
(wrapS)
(wrapT)

// uv connections:
(outUvFilterSize)
(uvFilterSize)
(outUV)
(uvCoord)

// Values for wrapS and wrapT
(black)
(repeat)
Expand Down Expand Up @@ -175,6 +181,16 @@ bool PxrMayaUsdUVTexture_Reader::Read(UsdMayaPrimReaderContext* context)
}

// Connect manually (fileTexturePlacementConnect is not available in batch):
{
MPlug uvPlug = uvDepFn.findPlug(_tokens->outUV.GetText(), true, &status);
MPlug filePlug = depFn.findPlug(_tokens->uvCoord.GetText(), true, &status);
UsdMayaUtil::Connect(uvPlug, filePlug, false);
}
{
MPlug uvPlug = uvDepFn.findPlug(_tokens->outUvFilterSize.GetText(), true, &status);
MPlug filePlug = depFn.findPlug(_tokens->uvFilterSize.GetText(), true, &status);
UsdMayaUtil::Connect(uvPlug, filePlug, false);
}
MString connectCmd;
for (const TfToken& uvName : _Place2dTextureConnections) {
MPlug uvPlug = uvDepFn.findPlug(uvName.GetText(), true, &status);
Expand Down
1 change: 1 addition & 0 deletions test/lib/usd/translators/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,7 @@ set(TEST_SCRIPT_FILES
testUsdImportSessionLayer.py
testUsdImportShadingModeDisplayColor.py
testUsdImportShadingModePxrRis.py
testUsdImportUVSetMappings.py
testUsdExportImportRoundtripPreviewSurface.py
testUsdExportImportUDIM.py
testUsdImportSkeleton.py
Expand Down
Loading