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USDShader fixes/improvements #6076
base: 1.4_maintenance
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… to be enum indexes instead of string values.
…i:light:` prefix.
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if allowedTokens and isinstance( plug, Gaffer.IntPlug ) : | ||
return IECore.IntVectorData( [ i for i in range( len( allowedTokens ) ) ] ) | ||
else : | ||
return IECore.StringVectorData( allowedTokens ) if allowedTokens else None |
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Could you give me an example of a shader where this is necessary? I want to refresh my memory and check that this isn't a symptom of a problem elsewhere.
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That one I didn't hit in my testing of MaterialX nodes but the check after it is the one which works for me, so this one might be redundant - the IntPlug check should keep it harmless to leave in though...
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Yep, but what shader can I use to see the problem? I want to check that the problem isn't in the way we're loading the shader rather than in the UI...
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I think I was checking with gltf_surface
with the alpha mode plug but there were other shaders I was coming across that needed it, I'll get back to you on a few more tomorrow. I did see from the mtlx schema that they register as integer and not token so I think the loading part was correct (I think token/string is a better approach if that enum list changes though).
Generally describe what this PR will do, and why it is needed
These are the small things I noticed when I added Material X nodes as USDShader nodes, the enumerator presets were a string list in the UI when they should be integer indexes.
ri:light:
prefix.I have a build with the Prman USD plugin compiled in, and these extra parameters are on USDLight nodes. This just puts a suffix on the end like the Arnold parameters on Lux lights.
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