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Description
Description of Issue
In Hydra 2, we observed that normals on skinned meshes are passed through unmodified, whereas in Hydra 1 the normals were blocked and forced to be recomputed by the render delegate after the skinning computation. Depending on the renderer's settings, the Hydra 1 behavior might produce faceted or smooth normals (as mentioned in #3406), but this at least avoids obvious shading issues from using the rest geometry's normals as-is
Note that this will have a proper fix once PRs such as #3664 land in the future to add support for skinning normals, but I'll still post a PR with my patch to match the Hydra 1 behavior in case it's useful in the meantime.
Steps to Reproduce
- Download the attached scene test_lbs_normals.usda.zip which adds normals to
test_lbs.usdafrom the USD repo - Run
env USDIMAGINGGL_ENGINE_ENABLE_SCENE_INDEX=0 usdview test_lbs_normals.usda --camera /cameras/camera1 --cf 86, and withUSDIMAGINGGL_ENGINE_ENABLE_SCENE_INDEX=1to compare the results with Hydra 2 (attached below are the results)
Hydra 2:
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