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Temporarily hack out shader prefixing ( it seems incompatible with USDView? )
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contrib/IECoreUSD/src/IECoreUSD/ShaderAlgo.cpp

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -206,6 +206,7 @@ IECore::InternedString readShaderNetworkWalk( const pxr::SdfPath &anchorPath, co
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{
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prefix = "ai";
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}
209+
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shaderType = prefix + ":shader";
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}
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shaderName = name;
@@ -311,15 +312,15 @@ pxr::UsdShadeConnectableAPI createShaderPrim( const IECoreScene::Shader *shader,
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}
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const std::string type = shader->getType();
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std::string typePrefix;
314-
size_t typeColonPos = type.find( ":" );
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/*size_t typeColonPos = type.find( ":" );
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if( typeColonPos != std::string::npos )
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{
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typePrefix = type.substr( 0, typeColonPos ) + ":";
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if( typePrefix == "ai:" )
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{
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typePrefix = "arnold:";
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}
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}
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}*/
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usdShader.SetShaderId( pxr::TfToken( typePrefix + shader->getName() ) );
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return usdShader.ConnectableAPI();

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