Fix #105327: USD import fails to recognize UV map varname

Follow connections when reading the varname attribute of a primvar
reader, and support both string and TfToken types for the varname.

A unit test is also provided.

Authored by Apple: Matt McLin

Pull Request: https://projects.blender.org/blender/blender/pulls/105508
This commit is contained in:
Michael B Johnson 2023-03-18 00:05:39 +01:00 committed by Brecht Van Lommel
parent d260cacc9d
commit 73509d1bc1
2 changed files with 129 additions and 2 deletions

View File

@ -786,10 +786,26 @@ void USDMaterialReader::convert_usd_primvar_reader_float2(
/* Set the texmap name. */
pxr::UsdShadeInput varname_input = usd_shader.GetInput(usdtokens::varname);
/* First check if the shader's "varname" input is connected to another source,
* and use that instead if so. */
if (varname_input) {
for (const pxr::UsdShadeConnectionSourceInfo& source_info : varname_input.GetConnectedSources()) {
pxr::UsdShadeShader shader = pxr::UsdShadeShader(source_info.source.GetPrim());
pxr::UsdShadeInput secondary_varname_input = shader.GetInput(source_info.sourceName);
if (secondary_varname_input) {
varname_input = secondary_varname_input;
break;
}
}
}
if (varname_input) {
pxr::VtValue varname_val;
if (varname_input.Get(&varname_val) && varname_val.IsHolding<pxr::TfToken>()) {
std::string varname = varname_val.Get<pxr::TfToken>().GetString();
/* The varname input may be a string or TfToken, so just cast it to a string.
* The Cast function is defined to provide an empty result if it fails. */
if (varname_input.Get(&varname_val) && varname_val.CanCastToTypeid(typeid(std::string))) {
std::string varname = varname_val.Cast<std::string>().Get<std::string>();
if (!varname.empty()) {
NodeShaderUVMap *storage = (NodeShaderUVMap *)uv_map->storage;
BLI_strncpy(storage->uv_map, varname.c_str(), sizeof(storage->uv_map));

View File

@ -3,6 +3,11 @@
import pathlib
import sys
import unittest
import tempfile
from pxr import Usd
from pxr import UsdShade
from pxr import UsdGeom
from pxr import Sdf
import bpy
@ -13,6 +18,8 @@ class AbstractUSDTest(unittest.TestCase):
@classmethod
def setUpClass(cls):
cls.testdir = args.testdir
cls._tempdir = tempfile.TemporaryDirectory()
cls.tempdir = pathlib.Path(cls._tempdir.name)
def setUp(self):
self.assertTrue(self.testdir.exists(),
@ -21,6 +28,9 @@ class AbstractUSDTest(unittest.TestCase):
# Make sure we always start with a known-empty file.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
def tearDown(self):
self._tempdir.cleanup()
class USDImportTest(AbstractUSDTest):
@ -189,6 +199,107 @@ class USDImportTest(AbstractUSDTest):
self.assertAlmostEqual(1.234, test_cam.shift_x, 3)
self.assertAlmostEqual(5.678, test_cam.shift_y, 3)
def test_import_shader_varname_with_connection(self):
"""Test importing USD shader where uv primvar is a connection"""
varname = "testmap"
texfile = str(self.testdir / "textures/test_grid_1001.png")
# Create the test USD file.
temp_usd_file = str(self.tempdir / "usd_varname_test.usda")
stage = Usd.Stage.CreateNew(temp_usd_file)
mesh1 = stage.DefinePrim("/mesh1", "Mesh")
mesh2 = stage.DefinePrim("/mesh2", "Mesh")
# Create two USD preview surface shaders in two materials.
m1 = UsdShade.Material.Define(stage, "/mat1")
s1 = UsdShade.Shader.Define(stage, "/mat1/previewshader")
s1.CreateIdAttr("UsdPreviewSurface")
m1.CreateSurfaceOutput().ConnectToSource(s1.ConnectableAPI(), "surface")
t1 = UsdShade.Shader.Define(stage, "/mat1/diffuseTexture")
t1.CreateIdAttr("UsdUVTexture")
t1.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t1.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s1.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(t1.ConnectableAPI(), "rgb")
t2 = UsdShade.Shader.Define(stage, "/mat1/roughnessTexture")
t2.CreateIdAttr("UsdUVTexture")
t2.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t2.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s1.CreateInput("roughness", Sdf.ValueTypeNames.Color3f).ConnectToSource(t2.ConnectableAPI(), "rgb")
m2 = UsdShade.Material.Define(stage, "/mat2")
s2 = UsdShade.Shader.Define(stage, "/mat2/previewshader")
s2.CreateIdAttr("UsdPreviewSurface")
m2.CreateSurfaceOutput().ConnectToSource(s2.ConnectableAPI(), "surface")
t3 = UsdShade.Shader.Define(stage, "/mat2/diffuseTexture")
t3.CreateIdAttr("UsdUVTexture")
t3.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t3.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s2.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(t3.ConnectableAPI(), "rgb")
t4 = UsdShade.Shader.Define(stage, "/mat2/roughnessTexture")
t4.CreateIdAttr("UsdUVTexture")
t4.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t4.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s2.CreateInput("roughness", Sdf.ValueTypeNames.Color3f).ConnectToSource(t4.ConnectableAPI(), "rgb")
# Bind mat1 to mesh1, mat2 to mesh2.
bindingAPI = UsdShade.MaterialBindingAPI.Apply(mesh1)
bindingAPI.Bind(m1)
bindingAPI = UsdShade.MaterialBindingAPI.Apply(mesh2)
bindingAPI.Bind(m2)
# Create varname defined as a token.
s3 = UsdShade.Shader.Define(stage, "/mat1/primvar_reader1")
s3.CreateIdAttr('UsdPrimvarReader_float2')
s3input = s3.CreateInput("varname", Sdf.ValueTypeNames.Token)
s3input.Set(varname)
t1.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s3.ConnectableAPI(), "result")
# Create varname defined as a connection to a token.
varname1 = m1.CreateInput("varname", Sdf.ValueTypeNames.Token)
varname1.Set(varname)
s4 = UsdShade.Shader.Define(stage, "/mat1/primvar_reader2")
s4.CreateIdAttr('UsdPrimvarReader_float2')
s4input = s4.CreateInput("varname", Sdf.ValueTypeNames.Token)
UsdShade.ConnectableAPI.ConnectToSource(s4input, varname1)
t2.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s4.ConnectableAPI(), "result")
# Create varname defined as a string.
s5 = UsdShade.Shader.Define(stage, "/mat2/primvar_reader1")
s5.CreateIdAttr('UsdPrimvarReader_float2')
s5input = s5.CreateInput("varname", Sdf.ValueTypeNames.String)
s5input.Set(varname)
t3.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s5.ConnectableAPI(), "result")
# Create varname defined as a connection to a string.
varname2 = m2.CreateInput("varname", Sdf.ValueTypeNames.String)
varname2.Set(varname)
s6 = UsdShade.Shader.Define(stage, "/mat2/primvar_reader2")
s6.CreateIdAttr('UsdPrimvarReader_float2')
s6input = s6.CreateInput("varname", Sdf.ValueTypeNames.String)
UsdShade.ConnectableAPI.ConnectToSource(s6input, varname2)
t4.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s6.ConnectableAPI(), "result")
stage.Save()
# Now import the USD file.
res = bpy.ops.wm.usd_import(filepath=temp_usd_file, import_all_materials=True)
self.assertEqual({'FINISHED'}, res)
# Ensure that we find the correct varname for all four primvar readers.
num_uvmaps_found = 0
mats_to_test = []
mats_to_test.append(bpy.data.materials["mat1"])
mats_to_test.append(bpy.data.materials["mat2"])
for mat in mats_to_test:
self.assertIsNotNone(mat.node_tree, "Material node tree is empty")
for node in mat.node_tree.nodes:
if node.type == "UVMAP":
self.assertEqual(varname, node.uv_map, "Unexpected value for varname")
num_uvmaps_found += 1
self.assertEqual(4, num_uvmaps_found, "One or more test materials failed to import")
def main():
global args