Hello,
I’m trying to figure out how to create a texture map variant across a crowd of characters.
For example I have 100 characters each wearing a hat. The hat is assigned a USDPreviewmaterial with a texture wired into the diffuseColor
The texture path is something like: …/textures/hat.1.tif
say I have 30 different hat maps (i.e. hat.1.tif → hat.30.tif)
I want to perform an ‘over’ in my stage, to assign/vary which character gets which hat colour map.
I can do this semi-manually at the moment, by creating a separate material for each map. and then the over will set the specific material for that character.
But that means 30 individual materials(3 x shader node) per map - which is obviously quite cumbersome over a real shaded character with loads of material parts
is there a way to override the texture map, to use something more traditional in CG like a primvar, to read in / override the map? eg: …/textures/hat.<hat_map>.tif
I tried doing:
over “mtl/usdpreviewmaterial/usduvtexture1” {
asset inputs:file = @/textures/hat2.tif@
}
but that isnt working (I cant target the usduvtexture1 shader)
thanks