On 01/20/2012 05:46 PM, Steve LaVietes wrote:A GeomParam is self-describing. The built-in uv definition is a V2fGeomParam. Additional uv information can be defined as the same type (with a scope of varying, vertex or facevarying) within the arbGeomParams group.Were there to be multiple built-in (i.e. non-arbitrary) uv definitions, it raises a questions like, "how many should there be?" If the answer to that is "as many as someone wants," the only distinction between those and an equivalently typed GeomParam within arbGeomParams is where they live within the alembic property hierarchy.Since there is no distinction in most applications (houdini, RenderMan, arnold, katana) between a secondary uv and a self-describing geometry attribute/parameter with an equivalent type, I think your question is more specifically:"Why is there not a mapping between things within arbGeomParams which match the datatype of a uv set to Maya's uv sets?"A similar question was raised about per-vertex colors coming in and out of Maya. Since a GeomParam of type C3f and C4f is recognizable as a color -- and can advertise itself as being per-vertex -- the Maya-specific question in that case became, "Which one of these should I use as the color set since only one can be it in Maya?" For that case, we introduced Maya-specific metadata conventions (as proposed by the community) that the importer/exporter could use as additional hints for where to direct the data.But, uv sets in Maya aren't subject to the same, "there can only be one active" limitation. So, the Maya importer/exporter could do the same thing with anything within arbGeomParams which matched the expected data type. Or if that's not specific enough, we could introduce another metadata convention to indicate, "I really want this thing which matches the expected datatype of a uv set to be used as a uv set."In any case, I don't feel it's an AbcGeom level issue.
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Lucas
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The whole purpose of not naming a default UV set is so that you don't have to worry about any remapping logic.Lucas
On Mon, Feb 4, 2013 at 6:04 AM, Ben Houston <neura...@gmail.com> wrote:
We save out the names of all UV sets and then we have custom logic in
each app to either use the name or to use a default name depending.
Thus I do advocate saving out names for everything and letting the
importer decide whether or not it wants to use it. Also some logic
such as mapping Maya's map1 to Houdini's default texture name on
import is also useful.
-ben
On Fri, Feb 1, 2013 at 5:48 PM, SteveGalle <steve...@gmail.com> wrote:
> Fair enough. So if and only if the primary uv set name is not the default,
> the application writing the cache will provide the name on the metadata tag
> 'UVSetName'.
>
> Are you still against a metadata tag explicitly declaring that a given
> parameter represents UVs? If we name the parameters to reflect the UV set
> name then the metadata can be lighter weight than storing the name there.
>
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Francois
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Alright, my bad,
there is absolutely no probleme with the writing of uvSets ...I'm sorry for bothering you before having made sufficient tests.
The guilty part was the -writeFaceSet !
I made it mandatory and this was causing the overhead. I don't know how this could take so much time, this would take no more than a few secondes in mel to list all shading assignment to this mesh !
I will look into it when I have time.
Thanks every one and sorry for the useless posts ...
Best,
Hans
PS: using alembic 1.5 and the export time drops to around 20 sec in hdf and 15 sec in ogawa !