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BigRoy avatar BigRoy commented on August 28, 2024

It's logging the error here on verifying the loaded image using TF_VERIFY.

There's a lack of debug information here to figure out why it is exactly failing, but it is clear that it cannot read the texture. Can you try and change the code to this and recompile:

    GlfImageSharedPtr image = GlfImage::OpenForReading(path);
    if (!TF_VERIFY(image, "Unable to load texture: %s", path)) {
        return nullptr;
    }

Then it should at least log what path it is trying to load from, so we can detect whether it resolved the wrong path for the texture or whether it's just unable to load a texture path that is actually correct.


Also, could you provide this example barrel file? You can .zip it up and drop it in a comment here.

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suekieza avatar suekieza commented on August 28, 2024

will do this thing tomorrow morning and get back to you guys

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suekieza avatar suekieza commented on August 28, 2024

OK so here is the "path" it finds:
`// Breakdown for file: /home/suesauer/Documents/LOPS_DEMO_FILES/Library/Assets/Barrels/BarrelsAsset.usd
-2.14748e+07% LoadStage
-2.14748e+07% PostLoadProcess
-2.14748e+07% CreateTransformChains
-2.14748e+07% HuntForNativePrims
-2.14748e+07% PostImportLogic
-2.14748e+07% CreatePrims
-2.14748e+07% OpeningUsdStage
-2.14748e+07% UsdStageOpen
-2.14748e+07% OpeningSessionLayer
-2.14748e+07% OpenRootLayer

// Error: Failed verification: ' image ' -- Unable to load texture: 8 -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp //
// Error: Failed verification: ' image ' -- Unable to load texture: ? -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp //
// Error: Failed verification: ' image ' -- Unable to load texture: ?� -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp //
createModelPanelMenu modelPanel1;
createModelPanelMenu modelPanel2;
createModelPanelMenu modelPanel3;
createModelPanelMenu modelPanel4;
createOutlinerPanelMenu outlinerPanel1;
buildPanelPopupMenu scriptEditorPanel1;
updateWorkspacesList;
buildViewMenu($gMainWindowMenu);`

Side note this used to work in the main branch.

Thanks

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BigRoy avatar BigRoy commented on August 28, 2024

Interesting. @suekieza Are you able to share the barrel example file with its textures here?

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suekieza avatar suekieza commented on August 28, 2024

Sure thing,

see link
https://drive.google.com/drive/folders/1n1M5oM9TBzoY-vSCE-AXGviU1pRpSfyo?usp=sharing

its a bit big with the maps

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BigRoy avatar BigRoy commented on August 28, 2024

Thanks. Seems I had to request access, so you should have an e-mail about that. 👍

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suekieza avatar suekieza commented on August 28, 2024

Excepted your request :D

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BigRoy avatar BigRoy commented on August 28, 2024

Thanks. I can reproduce the issue here. I think the debugging code I wrote might also be wrong as it might fail on actually correctly writing out the path variable, which seems to be std::string and since the formatting of TF_VERIFY basically uses printf and thus it's likely slightly more involved or here.

I'll investigate on my end a bit more.

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BigRoy avatar BigRoy commented on August 28, 2024

I've updated the debug code with:

    GlfImageSharedPtr image = GlfImage::OpenForReading(path);
    if (!TF_VERIFY(image, "Unable to load texture: %s", path.c_str())) {
        return nullptr;
    }

Which using the BarrelsAsset.usd reports:

Coding Error: in _LoadTexture at line 275 of D:\dev\usd\maya-usd\lib\render\vp2RenderDelegate\material.cpp -- Failed verification: ' image ' -- Unable to load texture: ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_<UDIM>_BaseColor.png
Coding Error: in _LoadTexture at line 275 of D:\dev\usd\maya-usd\lib\render\vp2RenderDelegate\material.cpp -- Failed verification: ' image ' -- Unable to load texture: ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_<UDIM>_Metallic.png
Coding Error: in _LoadTexture at line 275 of D:\dev\usd\maya-usd\lib\render\vp2RenderDelegate\material.cpp -- Failed verification: ' image ' -- Unable to load texture: ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_<UDIM>_Roughness.png

Initially I thought it might fail on the relative paths.

Then I re-exported and flattened the usd file using USD view to a .usda so I can debug the contents of the USD file. And now it reports the paths correctly since they are hardcoded paths:

Coding Error: in _LoadTexture at line 275 of D:\dev\usd\maya-usd\lib\render\vp2RenderDelegate\material.cpp -- Failed verification: ' image ' -- Unable to load texture: c:/barrelTests/Library/Assets/Barrels/Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_<UDIM>_BaseColor.png
Coding Error: in _LoadTexture at line 275 of D:\dev\usd\maya-usd\lib\render\vp2RenderDelegate\material.cpp -- Failed verification: ' image ' -- Unable to load texture: c:/barrelTests/Library/Assets/Barrels/Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_<UDIM>_Metallic.png
Coding Error: in _LoadTexture at line 275 of D:\dev\usd\maya-usd\lib\render\vp2RenderDelegate\material.cpp -- Failed verification: ' image ' -- Unable to load texture: c:/barrelTests/Library/Assets/Barrels/Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_<UDIM>_Roughness.png

Which in my case the path is correct, however the texture is still not loading. Maybe it's failing on resolving the <UDIM>?


So most likely it's failing on <UDIM> and maybe it's also failing on the relative paths.

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suekieza avatar suekieza commented on August 28, 2024

hmmmmm isnt UDIM a standard why to read uv tiles? maybe @HamedSabri-adsk can way in on this as well

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suekieza avatar suekieza commented on August 28, 2024

also it worked before with the master branch and standard AL it also works(displays textures just fine)

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BigRoy avatar BigRoy commented on August 28, 2024

@suekieza I believe the master branch and standard AL rely on the Hydra delegate to display it, even in Viewport 2.0 if I recall correctly. As such I quickly tested with the refactoring_sandbox in the Hydra (GL) viewport renderer, and voila. The texture instantly shows up.

As such, the textures solely fail to load in the Viewport 2.0 Delegate as they get loaded in a different way.


Reference:

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suekieza avatar suekieza commented on August 28, 2024

Excellent, so at least this is something that can be fixed/restored? Thanks for all the help by the way, much appreciated.

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huidong-chen avatar huidong-chen commented on August 28, 2024

Thanks for reporting the issue and sharing the asset. I will look into it.

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suekieza avatar suekieza commented on August 28, 2024

Hey @HdC-adsk any news on this problem? Thanks Sue

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huidong-chen avatar huidong-chen commented on August 28, 2024

Hey @suekieza No. I am working on other tasks currently and don't have time to look into it yet. I will let you know when I make progress on this task, hopefully later today. Thanks.

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huidong-chen avatar huidong-chen commented on August 28, 2024

Hey @suekieza , I just requested the access of the file and will work on it once I get the permission. If the issue is blocking you, the easiest workaround is to temporarily remove the following line in mayaUSD.mod.

VP2_RENDER_DELEGATE_PROXY=1

I will let you know when it is fixed so you can restore this line.

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suekieza avatar suekieza commented on August 28, 2024

Hey there, could you send me your email again I have miss placed it some how. Nevermind I see you are shared now

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BigRoy avatar BigRoy commented on August 28, 2024

Hey there, could you send me your email again I have miss placed it some how. Nevermind I see you are shared now

@suekieza if you're fine with sharing the files publicly you can also .zip them up and drag and drop them into a new comment in this issue. This would instantly allow anyone to debug and look into your issue if they have the time without the need to request access to your Google drive link.

Since I believe the file is actually an example file from Houdini you might be fine with just sharing it publicly.

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huidong-chen avatar huidong-chen commented on August 28, 2024

Hey @suekieza , Yes, I've downloaded the asset you shared, thanks. As much as we want to implement the support for UDIM textures, we also need to implement a list of VP2RenderDelegate features which have been already supported by Hydra Storm. Could you please help me to understand how frequent and important UDIM textures are in your workflow? This will help us to prioritize and plan the coming tasks accordingly. Thanks.

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huidong-chen avatar huidong-chen commented on August 28, 2024

Tracked as MAYA-101853 internally.

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suekieza avatar suekieza commented on August 28, 2024

Hey @HdC-adsk so had some chats internally about this problem, The overall consensus is that we will indeed need UDIMs for our projects as it helps keep texture map sizes under control. We seem to use them on all our assets so workflow wise they are a core part of texturing for us. Thanks

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huidong-chen avatar huidong-chen commented on August 28, 2024

Hi @suekieza . Thanks for the info. We've also arranged this issue for the current sprint.

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suekieza avatar suekieza commented on August 28, 2024

Hey there, Any updates on this?

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huidong-chen avatar huidong-chen commented on August 28, 2024

Hi @suekieza ,

Sorry we haven't had progress on this yet. I understand it is a blocking issue to you, could you remove "VP2_RENDER_DELEGATE_PROXY" env var in mayaUSD.mod to workaround? This will enable the AL draw override solution which uses Hydra Storm backend, so UDIM texture should be back.

We definitely need to add UDIM texture support for VP2RenderDelegate, but at the same time we also have some more important issues that would impact more general workflows thus we need to fix those issues as early as possible. Hope it makes sense to you. Thanks.

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suekieza avatar suekieza commented on August 28, 2024

Sure does thanks for the response :D

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kxl-adsk avatar kxl-adsk commented on August 28, 2024

@suekieza UDIM texture support was added as part of #538. It requires the latest supported commit SHA from USD dev branch. Can you please validate and close this issue?

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santosd avatar santosd commented on August 28, 2024

@suekieza I tested your file, on the latest internal version and it seems to be working. Please give it a try and let us know your results.

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suesauer avatar suesauer commented on August 28, 2024

Cool thanks guy's will test tomorrow :D/

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huidong-chen avatar huidong-chen commented on August 28, 2024

@suesauer Any update so we can move on to close it?

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suesauer avatar suesauer commented on August 28, 2024

As far as I can see its still not working....

`file -f -new;
// untitled //
commandPort -securityWarning -name commandportDefault;
onSetCurrentLayout "Maya Classic";
// Loading Bifrost version 2.0.5.1
// Bifrost: Loading library: Amino, from: Autodesk.
// Bifrost: Loading library: AminoMayaTranslation, from: Autodesk.
// Bifrost: Loading library: bif, from: Autodesk.
// Bifrost: Loading library: bifrostObjectMayaTranslations, from: Autodesk.
// Bifrost: Loading library: geometries, from: Autodesk.
// Bifrost: Loading library: fluids, from: Autodesk.
// Bifrost: Loading library: particles, from: Autodesk.
// Bifrost: Loading library: file, from: Autodesk.
// Bifrost: Loading library: midgard, from: Autodesk.
// Bifrost: Loading library: nucleus, from: Autodesk.
// Bifrost: Loading library: simulation, from: Autodesk.
updateRenderOverride;
updateRenderOverride;
// Warning: file: /usr/autodesk/maya2020/scripts/startup/autoLoadPlugin.mel line 35: Loading plug-in "mtoh" has resulted in changes to the scene that may need to be saved. //
// Error: XGen: Failed to create directory: /usr/tmp/_____xgen/2020721/
( system = "No such file or directory") //
// Warning: file: /home/sue.sauer/maya/2020/prefs/filePathEditorRegistryPrefs.mel line 4: filePathEditor: Attribute 'aiImage.filename' is invalid or is not designated 'usedAsFilename'. //
// Warning: file: /home/sue.sauer/maya/2020/prefs/filePathEditorRegistryPrefs.mel line 5: filePathEditor: Attribute 'aiPhotometricLight.aiFilename' is invalid or is not designated 'usedAsFilename'. //
// Warning: file: /home/sue.sauer/maya/2020/prefs/filePathEditorRegistryPrefs.mel line 6: filePathEditor: Attribute 'aiStandIn.dso' is invalid or is not designated 'usedAsFilename'. //
// Warning: file: /home/sue.sauer/maya/2020/prefs/filePathEditorRegistryPrefs.mel line 7: filePathEditor: Attribute 'aiVolume.filename' is invalid or is not designated 'usedAsFilename'. //
// AbcExport v1.0 using Alembic 1.7.5 (built Feb 7 2018 15:59:45)
evalDeferred "shaderBallRendererMenuUpdate";
// Warning: line 1: filePathEditor: Attribute 'aiStandIn.dso' and label 'Standin' have been saved already. //
// Warning: line 1: filePathEditor: Attribute 'aiVolume.filename' and label 'VDB' have been saved already. //
// Warning: line 1: filePathEditor: Attribute 'aiImage.filename' and label 'Image' have been saved already. //
// Warning: line 1: filePathEditor: Attribute 'aiPhotometricLight.aiFilename' and label 'IES' have been saved already. //
import arnold
// Successfully imported python module 'arnold'
import mtoa
// Successfully imported python module 'mtoa'
import mtoa.cmds.registerArnoldRenderer;mtoa.cmds.registerArnoldRenderer.registerArnoldRenderer()
// Successfully registered renderer 'arnold'
updateRenderOverride;
// AbcImport v1.0 using Alembic 1.7.5 (built Feb 7 2018 15:59:45)
updateRendererUI;
// Breakdown for file: /home/sue.sauer/Downloads/barrelTests/Library/Assets/Barrels/BarrelsAsset.usd
100% LoadStage
100% PostLoadProcess
100% PostImportLogic
100% CreatePrims
100% CreateTransformChains
100% HuntForNativePrims
100% OpeningUsdStage
100% ResetGlobalVariantFallbacks
100% UsdStageOpen
100% UpdateGlobalVariantFallbacks
100% OpenRootLayer
100% OpeningSessionLayer

// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV_BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Roughness.png //
// Warning: [arnold-usd] Render was aborted. //
select -r AL_usdmaya_Proxy ;
select -cl ;
select -r AL_usdmaya_Proxy ;
file -f -new;
// untitled //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Roughness.png //
select -cl ;
// Warning: [arnold-usd] Render was aborted. //
file -f -new;
// Clearing USD Stage Cache
// untitled //
file -f -new;
// Clearing USD Stage Cache
// untitled //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Roughness.png //
// Warning: [arnold-usd] Render was aborted. //
select -cl ;
// Warning: [arnold-usd] Render was aborted. //
select -r BarrelsAsset_usd ;
select -cl ;
file -f -new;
// Clearing USD Stage Cache
// untitled //
// Warning: Selected hydra renderer doesn't support prim type 'DistantLight' //
// Warning: Selected hydra renderer doesn't support prim type 'DiskLight' //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3
Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2
Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_repacked_BasketOfCarpets/repacked_BasketOfCarpets_UV
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_repacked_BasketOfCarpets/repacked_BasketOfCarpets_UV
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_repacked_BasketOfCarpets/repacked_BasketOfCarpets_UV
Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid/repacked_BarrelWithNoLid_UV
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid/repacked_BarrelWithNoLid_UV
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid/repacked_BarrelWithNoLid_UV
Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid_v2/BarrelWithNoLid_UV
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid_v2/BarrelWithNoLid_UV
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid_v2/BarrelWithNoLid_UV
Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UV
Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3
Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2
BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2
Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2
_Roughness.png // `

Capture

Im on pizar usd 20.05
and maya usd 7e14067

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huidong-chen avatar huidong-chen commented on August 28, 2024

@suesauer Looks like you are not using VP2RenderDelegate? Can you find the message in the output window?

#############################################################################
#  VP2_RENDER_DELEGATE_PROXY is overridden to 'true'.  Default is 'false'.  #
#############################################################################

@williamkrick Any other suspect?

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kxl-adsk avatar kxl-adsk commented on August 28, 2024

@suesauer You will need to adopt USD 20.08 in order to test UDIM support.

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suesauer avatar suesauer commented on August 28, 2024

Last time I tried adopting 20.08 the engine.cpp didn't want to build. Has that been fixed?

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suesauer avatar suesauer commented on August 28, 2024

FYI
Capture

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kxl-adsk avatar kxl-adsk commented on August 28, 2024

@suesauer We haven't yet merged #617 so in order to adopt USD 20.08 you need to:

  1. grab the tip of the dev branch
  2. merge #617 locally

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kxl-adsk avatar kxl-adsk commented on August 28, 2024

UDIM support has been added some time ago and last two GitHub releases came with USD 20.08. Closing this ticket.

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