Hey guys!
The never-ending quest of transferring face-material-assignment-information continues.
I have a thinking particles fracture simulation that I'm trying to export as alembic and it seems to work with Exocortex's Crate plugin as long as I stay in 3dsmax.
However in Maya 2014 the plugin still imports the old FACESET attributes, which do not seem to support having a different content at every frame.
Importing with Maya 2014's alembic importer generates shadingEngine nodes which correspond to the materials I had in 3dsmax, but the mesh does not render in the viewport, which usually means that no material is applied at all (not even "initialShadingGroup")
Looking at the HDF5 tree of the cache reveals that there are the expected facesets per material with a static list of faces (materialname.prop.faceset.faces.smp0).
In addition there's a custom attribute on the shape's geometry which seems to actually store an integer per face per frame (shapename.prop.geom.materialids.smpi).
I'm assuming that Exocortex's plugin generates some kind of additional custom attribute for animated material-IDs in the case of heterogenous meshes.
When I create a heterogenous mesh with multiple materials inside Maya, it also comes in with shadingEngines hooked up, but not rendering in the viewport.
[TL;DR]:
I thought the standard way to store face-material-assignment in alembic was facesets. This is what we built our pipeline around.
But it seems that this does not work with heterogenous meshes.
I'm surprised that I read so little about this topic.
Does nobody else rely on per-face-material-assignment?
How do you guys deal with fracture caches where the internal faces have a different material than the surface for example?
Cheers!
-Sascha