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Normal maps in MaterialX renders incorrect in hydra storm #1585
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Filed as internal issue #USD-6823 |
@jesschimein or @tcauchois , I was wondering if Pixar had any more information to provide on this one? I believe there was some work underway but I can't find any more recent information and it's an issue that's unfortunately making usdview quite difficult to use to validate assets. Based on what the internal state was, we could try and take a look as well too. |
Hi Dhruv! I'll follow up on this and get back to you!
…On Tue, Oct 24, 2023 at 4:14 PM Dhruv Govil ***@***.***> wrote:
@jesschimein <https://github.com/jesschimein> or @tcauchois
<https://github.com/tcauchois> , I was wondering if Pixar had any more
information to provide on this one? I believe there was some work underway
but I can't find any more recent information and it's an issue that's
unfortunately making usdview quite difficult to use to validate assets.
Based on what the internal state was, we could try and take a look as well
too.
—
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Hey @dgovil, we took a look and think that this might be fixed with some color space updates in the 23.11 release. Could you let us know if that fixed things on your end, too? |
I'm still seeing issues with the normals on MaterialX shaders here with USD 23.11. Just taking the right two in my screenshot above (also realized I didn't attach our sample scene previously). Theoretically they should look the same , just like in the Houdini GL and RealityKit viewports. vistest_normals_scale_bias_mtlx.usdz.zip I will note that the cone from Adobe does look better now but it does feel like the normals are vertically inverted? Thanks again for the continued progress on this. |
Just for reference (for me mostly) Spheres: Ideally the right two should match the left most one. The second from the left will never match since the scale/bias are purposefully not authored. For the Cone In both cases, USD 23.11 is better but the normals still look inverted to my eyes for the cone as each brick has shadows on the top edge, despite lighting coming from above., It's definitely inverted for the sphere. |
Hi Dhruv! Do you know if the latest dev push (from earlier this week) fixes what you're seeing? And would you be able to provide more repro details? |
I tried with ceb3699 and I don't see an improvement unfortunately. Repro is opening the attached file above/here with usdview There are four items, from left to right:
|
Note that the difference in lighting in the baseline is due to differences in how UsdPreviewSurface and MaterialX's implementation of PreviewSurface handles roughness values for direct lights. Fixes #1585 (Internal change: 2306122)
Description of Issue
Normal maps in MaterialX comes out wrong/different in hydra storm compared to materialx view
Steps to Reproduce
Open the file cone.usd in the supplied package in usdview in a materialx build of usd.
Result for the material normal_map_issue.mtlx in MaterialXView
Result for the material normal_map_issue.mtlx in Usdview
Scene reproducing the issue
usd_mtlx_normal_map.zip
System Information (OS, Hardware)
Windows 10
Package Versions
Usd 21.08
Build Flags
--MaterialX
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