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[USD Export] bitmapBuffer_0_g primitive overwritten when having multiple lights with maps

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  • [USD Export] bitmapBuffer_0_g primitive overwritten when having multiple lights with maps

    Hello,

    I am having an issue when importing multiple lights with textures (DomeLight or PlaneLight) in Houdini/Solaris, when they are exported in USD from 3dsMax (2024) and VRay (6.2).

    Let's say I have a PlaneLight in 3dsMax with a Map connected from a VRayBitmap node.

    Click image for larger version

Name:	PlaneLight_Map_3dsMax.png
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    When this light is exported to USD, the map file information is stored as an attribute in a primitive called "bitmapBuffer_0_g" and placed under "lightFilters" (this is the information that I get when importing usd in Solaris).

    Click image for larger version

Name:	Solaris_bitmapBuffer.png
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ID:	1213209

    Now if I add a second PlaneLight in 3dsMax with another Map connected from a second VRayBitmap node, and both lights are exported to the same USD file. It seems that both maps are written to the same "bitmapBuffer_0_g" primitive, and so only one map file is actually found.

    Click image for larger version

Name:	Solaris_bitmapBuffers.png
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    Click image for larger version

Name:	file_attribute.png
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Size:	23.7 KB
ID:	1213211


  • #2
    Thanks for the report. The issue is reproducible and will be logged.

    EDIT: Logged (internal bug-tracker id: VMAX-14391).
    Last edited by hermit.crab; 07-08-2024, 01:42 AM.
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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