UV Splitting Issue When Importing USD Files into Maya #3882
Replies: 4 comments 14 replies
-
|
Is this also happening with a different file format like FBX or OBJ or only happening with USD files? |
Beta Was this translation helpful? Give feedback.
-
|
Is the maya usd importer not handling face corner uvs correctly? |
Beta Was this translation helpful? Give feedback.
-
|
The USD Import does preserve the data as it comes in from USD. If the incoming USD has split UVS, they will come in split; if the USD data is sharing UV verts between faces, the UVs will not be split. I suspect that the original data in the other DCCs is either split or that the exporters in those other DCCs is splitting the data. |
Beta Was this translation helpful? Give feedback.
-
|
If that's the case, why does Blender import USD files exported from Houdini without issues? For example, when I export a test mesh like the rubberToy from Houdini as USD and import it into Maya (using the latest v0.31 USD plugin), the UVs appear split and disorganized—a checker texture becomes scrambled. Given that Blender and Houdini seamlessly exchange USD files, this suggests the problem lies specifically with Maya's USD importer. It appears either the importer is malfunctioning or mishandling UV data during translation. |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
hello,

When exporting a USD mesh from houdini and using the Maya Importer the object's UV are "splitted" per face.
Alembic works fine.
Is there an option somewhere to tick ?
Thanks !
Beta Was this translation helpful? Give feedback.
All reactions