Problem summary
The UV Set Name field in the USD Look Exporter has no effect
This can cause incorrect UV mapping in the exported USD Material when the USD payload's UV set is not named "st".
Customer reported version
Mari 6.0v1
Customer reported platform
Windows 10
Steps to reproduce
1) Download the attached USD geometry and use it to create a project. Alternatively, use a different USD file with a UV set name that is not "st"
(the attached file has a UV set named "map1")
2) Create a Tiled node and add a texture
3) Create a Channel node, connect the Tiled node to the Channel's input
4) Create a Shader node that has a USD Look Export plugin - USD Preview Surface / Arnold Standard Surface / PxrSurface (if you have the Renderman plugin installed) / Principled BRDF
5) Connect the Channel to the Shader's Diffuse/Base Color input
6) Open the Export Manager and switch to the USD Look Export tab
7) Assign the Shader to the export Material
8) If you have any Face Selection Groups present, assign these to the Material
9) Set the export and Root Name fields correctly
(If using the attached file, Root Name should be set as "/RenderMan_Walking_Teapot_2021")
10) Check that the Post Process command is correctly setup
11) Set UV Set Name as "map1"
(If using a different USD file, use the name of the file's UV set)
12) Click Export to USD
13) Open the USD file in another DCC and inspect the textures
Expected behaviour
The texture should be tiled correctly:
Actual behaviour
The textures have incorrect mapping:
Workaround
Unknown.
Reproduced by support
This bug has been reproduced in:
Mari 6.0v1 - Windows 10 - CentOS 7.9
Earliest version tested
Mari 6.0v1 - This feature did not exist before this version
Note: This field works correctly when exporting a USD Preview Surface Look with USD Export in Mari 5.0v4.
It does not work when exporting a USD Preview Surface Look with USD Look Exporter in Mari 6.0v1.