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Remove the reliance of SG in material naming. #4522

@samjay3d

Description

@samjay3d

Is your feature request related to a problem? Please describe.
It is very frustrating when trying to make a dcc agnostic pipeline with how reliant mayausd is on the shadergroup convention when converting USD to maya data. Making _SG on the UsdMaterial being enforced as a standard to make sure the usd import from maya or any other dcc comes into maya correctly.

const std::regex kTemplatedRegex("^([a-zA-Z]+)([0-9]*)(SG)?$");

if (fnDepNode.setObject(surfaceShader) == MS::kSuccess) {

Describe the solution you'd like
It was not clear to me if this is just user error, but my ideal solution, instead of having to have heavy pre and post import/export events with mayausd is that this could be toggled off to not make maya a bottleneck on interopbility

Describe alternatives you've considered
Alternatives i have discovered... make it mandatory to add SG lol.

Additional context
I have tried using a bind script in our assembly layer to just hook the correct materials to the maya specific materials then let maya handle the import that way but, this breaks back and forth with houdini making this pipeline less interoperable without having to do alot of custom work here.

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