Comments (8)
Thanks @CalleHalldin, having a look at this tomorrow morning. Make sure the steps to reproduce does reproduce the problem, that way it'll be much quicker to fix.
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Sorry I haven't gotten into this yet.
@LegacyID1991, you might be able to dive into this. The problem must be somewhere in the loader for this family, see here.
I would start printing things, and see if you can pinpoint where in the loader the problem occurs. Likely in the maya.apply_shaders
function. If you print the relationships
variable, it'll give you a dictionary. You can use that dictionary to manually call apply_shaders
and debug from there.
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@LegacyID1991 Did you have a look at this? If not, let me know here so I know whether I should look at it.
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I am sorry to say that I have been so slammed with other work duties that I haven't gotten to this one yet.
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That's ok, I just need to know whether I should look into it so we don't work on it at the same time. Would you like me to take over?
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go right ahead.
😄
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Ok, I've found the problem.
The problem is that it assigns to meshes based on the name of the shader group, but if the shader group has the same name in both look dev publishes, such as blinn1SG
, the it gets confused and assigns the wrong one.
Putting together a fix now.
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Fixed, @LegacyID1991 is updating the pipeline shortly.
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