The main reason for this is to give consistent results between the AP and Material Editor, where a placholder texture can be used if a texture is missing. Otherwise, you could get a placeholder texture in Material Editor and stale data in the runtime; this inconsistency would be confusing.
As a consequence, it is possible for example that the user could mess up the name of a property in a .material file and not notice the problem because it is now a warning instead of an error. If warnings-as-errors is desirable, you can enable the new "/O3DE/Atom/RPI/MaterialBuilder/WarningsAsErrors" registry setting.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* fix brute force mesh intersection function
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add test for brute force ray intersection fix
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* refactor tests to remove as much duplication and provide API for future tests if required
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* small updates after review feedback
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* update following review feedback
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* fix for pointer offset
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* Adding shaders and attimage files as runtime depenencies for pass files, so that they are included in asset bundles. Also using the correct job key for attimage files.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Use a reference to avoid a copy
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Bumping the AnyAsset builder version
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Revert "Bumping the AnyAsset builder version"
This reverts commit 778798ae9cdd93ebe93248b3113e4cfb7609020d.
Signed-off-by: Tommy Walton <waltont@amazon.com>
(It's a simple enough change to make manually, and making .materialtype is an uncommon workflow, so not worth doing this automatically).
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
- Added MaterialSourceData::ApplyVersionUpdates() for updating the properties. This should be called by tools after loading the MaterialSourceData. (But can be omitted if a tool wants to read the data exactly as it appears in the .material file).
- Updated MaterialTypeSourceData::FindProperty to support applying version update renames, including a ApplyPropertyRenames utility function, which are necessary for MaterialSourceData to be able to find the necessary property definitons while loading.
- Added a new context struct to JsonMaterialPropertyValueSerializer for passing down the material type version number, to help with applying property renames.
- Renamed the .material file format "propertyLayoutVersion" to "materialTypeVersion" which is more accurate. This shouldn't hurt existing data as this field wasn't actually used for anything before.
- Updated Material Editor to again store the material type version number in .material files.
MaterialSourceDataTests updates...
- Updated to include both a .materialtype file and a MaterialTypeAsset for the test material type. Both are used by the MaterialTypeSourceData class.
- The default test material type now includes some version update steps; these are only used for version update tests and won't impact the other test functions.
- Updated the path for storing temp files to disk, to just be in a "temp" folder in the exe path. (Originally they were saved to the gem folder near MaterialSourceDataTests.cpp, but at some point someone changed it to be under the exe folder, so there's no reason to use the full gem path anymore).
MaterialTypeSourceDataTests updates...
- Moved some code that was accidentally added to LoadAllFieldsUsingOldFormat but should have been in LoadAndStoreJson_AllFields.
- Added test cases for unsupported version update operations
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* adding Windows/release to PR-validation builds
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* changing trace back to expand to nothing for release
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* typo
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fixing some more unused variable cases
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* renaming file in ScriptCanvas that causes a msbuild warning
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* reverting a previous change
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This revealed that the approach of reflecting both the old "id" and the new "name" would not work, because whenn saving it would write out both fields. So I decied to just give up on backward compatibility. This will be much cleaner than trying to continue supporting "id" as a field name, it is uncommon for users to make their own material types at this point, and if they have made some it is very easy to search and replace "id" with "name" update their files.
All .materialtype files have been updated. RPI unit tests now pass. ASV still passes.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Add material property names to material assets, disable FBX dependency on materialtype files.
Signed-off-by: Robin <rbarrand@amazon.com>
* Add reflection for MaterialAssets. Update member variable comment.
Signed-off-by: Robin <rbarrand@amazon.com>
* Switch cvar to using bus value. Refine comments.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor functions and refine comments.
Signed-off-by: Robin <rbarrand@amazon.com>
* Realign property values when material property names are populated.
Signed-off-by: Robin <rbarrand@amazon.com>
* Switch PostLoadInit check to on asset status ready. Add realign property values code to PostLoadInit as well.
Signed-off-by: Robin <rbarrand@amazon.com>
* Stash@{1} code.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor realignment code into the right places.
Signed-off-by: Robin <rbarrand@amazon.com>
* Remove pragma optmize off.
Signed-off-by: Robin <rbarrand@amazon.com>
* More refactoring.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor comments and remove code no longer needed.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor comments and remove unused include.
Signed-off-by: Robin <rbarrand@amazon.com>
* Comment refactor, corrected some code.
Signed-off-by: Robin <rbarrand@amazon.com>
Co-authored-by: Robin <rbarrand@amazon.com>
Made Model Material Conversion Optional
Added a new registry setting that disables automatic conversion of materials from model files like FBX.
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.
Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.
Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows SceneAPI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.
Testing:
- Changing the registry setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switching the material conversion registry setting from true to false. (Details below)
- Merged this change to a customer's fork and tested on their existing content.
Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
- Entity 1 material assignments
- Blue_Zaxis: left as-is
- Green_Yaxis: exported the material
- Red_Xaxis: exported the material, and changed the material instance color to pink
- StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
- With_Texture: selected an existing brick material, changed the material instance color to red.
- Entity 2 material assignments
- Default Material: set to an existing brick material
- Blue_Zaxis: manually assigned built-in material that was converted from fbx
- Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange
The cloth rule stores the name of a mesh node that is used to retrieve
cloth data from. However, at asset processing time, the model builder
switches things to look for the optimized version of a mesh. The cloth
rule was not doing this, so it would return the cloth data for the
unoptimized mesh. This resulted in the final mesh having some data from
the optimized mesh and cloth data from the non-optimized mesh.
This changes the cloth rule to use the optimized version of a mesh, if
it exists, and fall back to the unoptimized mesh when it does not exist.
This closes issue 2454.
Signed-off-by: Chris Burel <burelc@amazon.com>
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.
Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.
Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows ScenePI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.
Testing:
- Changing the registery setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switcihng the material conversion registry setting from true to false. (Details below)
- TODO: Will merge this change to a customer's fork and test on their existing content.
Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
- Entity 1 material assignments
- Blue_Zaxis: left as-is
- Green_Yaxis: exported the material
- Red_Xaxis: exported the material, and changed the material instance color to pink
- StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
- With_Texture: selected an existing brick material, changed the material instance color to red.
- Entity 2 material assignments
- Default Material: set to an existing brick material
- Blue_Zaxis: manually assigned built-in material that was converted from fbx
- Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>