Comments (37)
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.
from maya-usd.
will do this thing tomorrow morning and get back to you guys
from maya-usd.
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
from maya-usd.
Interesting. @suekieza Are you able to share the barrel example file with its textures here?
from maya-usd.
Sure thing,
see link
https://drive.google.com/drive/folders/1n1M5oM9TBzoY-vSCE-AXGviU1pRpSfyo?usp=sharing
its a bit big with the maps
from maya-usd.
Thanks. Seems I had to request access, so you should have an e-mail about that. 👍
from maya-usd.
Excepted your request :D
from maya-usd.
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.
from maya-usd.
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.
from maya-usd.
hmmmmm isnt UDIM a standard why to read uv tiles? maybe @HamedSabri-adsk can way in on this as well
from maya-usd.
also it worked before with the master branch and standard AL it also works(displays textures just fine)
from maya-usd.
@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:
- Note that USD does have code implemented related to
udimTextures
and also implements a check whether the path is a udim texture which is used in textureUtils -> It might be good to rely on this code for reading the textures if possible.
from maya-usd.
Excellent, so at least this is something that can be fixed/restored? Thanks for all the help by the way, much appreciated.
from maya-usd.
Thanks for reporting the issue and sharing the asset. I will look into it.
from maya-usd.
Hey @HdC-adsk any news on this problem? Thanks Sue
from maya-usd.
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.
from maya-usd.
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.
from maya-usd.
Hey there, could you send me your email again I have miss placed it some how. Nevermind I see you are shared now
from maya-usd.
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.
from maya-usd.
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.
from maya-usd.
Tracked as MAYA-101853 internally.
from maya-usd.
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
from maya-usd.
Hi @suekieza . Thanks for the info. We've also arranged this issue for the current sprint.
from maya-usd.
Hey there, Any updates on this?
from maya-usd.
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.
from maya-usd.
Sure does thanks for the response :D
from maya-usd.
@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?
from maya-usd.
@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.
from maya-usd.
Cool thanks guy's will test tomorrow :D/
from maya-usd.
@suesauer Any update so we can move on to close it?
from maya-usd.
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_UVMetallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVRoughness.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_UVBaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVMetallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVRoughness.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_UVBaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVMetallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVRoughness.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_TallJarWithHerbs3BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_repacked_BasketOfCarpets/repacked_BasketOfCarpets_UVBaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_repacked_BasketOfCarpets/repacked_BasketOfCarpets_UVMetallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_repacked_BasketOfCarpets/repacked_BasketOfCarpets_UVRoughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid/repacked_BarrelWithNoLid_UVBaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid/repacked_BarrelWithNoLid_UVMetallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid/repacked_BarrelWithNoLid_UVRoughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid_v2/BarrelWithNoLid_UVBaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid_v2/BarrelWithNoLid_UVMetallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithNoLid_v2/BarrelWithNoLid_UVRoughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVBaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVMetallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_BarrelWithLid/repacked_BarrelWithLid_UVRoughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs3/repacked_TallJarWithHerbs3Roughness.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2BaseColor.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2Metallic.png //
// Warning: Unable to find UDIM tiles for ../Textures/repacked_TallJarWithHerbs2/repacked_TallJarWithHerbs2_Roughness.png // `
Im on pizar usd 20.05
and maya usd 7e14067
from maya-usd.
@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?
from maya-usd.
@suesauer You will need to adopt USD 20.08 in order to test UDIM support.
from maya-usd.
Last time I tried adopting 20.08 the engine.cpp didn't want to build. Has that been fixed?
from maya-usd.
from maya-usd.
@suesauer We haven't yet merged #617 so in order to adopt USD 20.08 you need to:
- grab the tip of the
dev
branch - merge #617 locally
from maya-usd.
UDIM support has been added some time ago and last two GitHub releases came with USD 20.08. Closing this ticket.
from maya-usd.
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