Hey,
I am having trouble to render a USD file, containing a mesh with visibility key, in Vray Maya.
The USD file works on VRAY houdini, Maya arnold. It's just not working in VRay Maya.
Is this a limitation of VRay Maya USD?
I am testing with V-Ray 6 for Maya(v6.00.03 from Dec 6 2022), hotfix 1, Maya 2023.3
Can't upload usda file here, so I just paste my simple USDA content here, if any one want to try it out.
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I am having trouble to render a USD file, containing a mesh with visibility key, in Vray Maya.
The USD file works on VRAY houdini, Maya arnold. It's just not working in VRay Maya.
Is this a limitation of VRay Maya USD?
I am testing with V-Ray 6 for Maya(v6.00.03 from Dec 6 2022), hotfix 1, Maya 2023.3
Can't upload usda file here, so I just paste my simple USDA content here, if any one want to try it out.
Code:
#usda 1.0 ( defaultPrim = "pCube1" endTimeCode = 2 framesPerSecond = 24 metersPerUnit = 0.01 startTimeCode = 1 timeCodesPerSecond = 24 upAxis = "Y" ) def Xform "pCube1" ( kind = "component" ) { token visibility.timeSamples = { 1: "inherited", 2: "invisible", } def Mesh "pCubeShape1" ( prepend apiSchemas = ["MaterialBindingAPI"] ) { uniform bool doubleSided = 1 float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)] int[] faceVertexCounts = [4, 4, 4, 4, 4, 4] int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0, 2, 4] rel material:binding = </pCube1/mtl/initialShadingGroup> point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.5), (-0.5, -0.5, -0.5), (0.5, -0.5, -0.5)] texCoord2f[] primvars:st = [(0.375, 0), (0.625, 0), (0.375, 0.25), (0.625, 0.25), (0.375, 0.5), (0.625, 0.5), (0.375, 0.75), (0.625, 0.75), (0.375, 1), (0.625, 1), (0.875, 0), (0.875, 0.25), (0.125, 0), (0.125, 0.25)] ( customData = { dictionary Maya = { token name = "map1" } } interpolation = "faceVarying" ) int[] primvars:st:indices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 9, 8, 1, 10, 11, 3, 12, 0, 2, 13] } def Scope "mtl" { def Material "initialShadingGroup" { } } }
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