Problem summary When importing a USD file that contains a shader that uses a ShadingGroup, all internal nodes have their names updated to use their parent names as a prefix.
Customer reported version Katana.6.5v3
Customer reported platform
Steps to reproduce
Launch Katana and load the attached scene.
Look at the attributes of the material brought in through the USD file, look at the usdSurface attribute.
Expected behaviour I expect the terminal shader name to update to represent the newly formed name of the emissive node.
Actual behaviour The connected node in the .usda file to the emissive shader node doesn't work, as the terminal shader name isn't updated to represent the newly formed name of the emissive node.
Workaround A possible workaround for the issue is to use an AttributeSetnode to modify the usdSurface attribute from its parent name to the newly formed name, this would allow for a NetworkMaterialEdit node and make changes as usual.
Reproduced by support This bug has been reproduced in: Katana 7.0v3 - Windows 10, CentOS 7 Katana 7.0v2 - Windows 10 Katana 6.5v3 - Windows 10 Katana 6.5v2 - Windows 10 Katana 6.0v4 - Windows 10, CentOS 7
Unable to reproduce bug in: Katana 7.0v1 - Windows 10 Katana 6.5v1 - Windows 10 Katana 6.0v3 - Windows 10
Earliest version tested Katana 6.0v4 - This feature did not exist before this version