I would like to use displayColor as a fallback when the texture file is missing in UsdUvTexture. However, I was unable to connect the fallback parameter to a primVarReader node and get the expected result. Is there another way I can do it?
Hi @dziegler , I have not tried to dig into the glsl implementation, but from the specification we publish, what you are trying to do should work. I am not a shading expert, however, and might suggest:
- Following up on this in the Hydra category here (possibly you have already)
- Make your Material in MaterialX, using the MaterialX implementation of PreviewSurface. If this is just a bug/limitation in the OpenUSD glsl implementation, it is possible the MaterialX implementations do not share it.