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>
* Added TSpace method setting which is only visible for MikkT generation.
* Fixed a bug with generating tangents for blend shapes.
* Renamed tangent space into generation method.
* Some code cleaning
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Disabled to skip exporting a node in case there are child bones underneath, this broke motion extraction as we skipped the motion extraction node.
* Added several helper methods for getting the local space bind pose transform, finding all bones, getting the first bone for a given node name and a recursive has child bones.
* Unified the cloned get all bone methods.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Default setting when no tangents rule: MikkT tangents.
* Calculates tangents/bitangents for all available uv sets.
* Creates tangent/bitangent data in in case they are not existing yet (as in: the source scene contains tangents/bitangents)
* Overwrites the tangent/bitangent data from the source scene in case MikkT is wished.
* Added helper functions to create tangent/bitangent scene nodes, finding tangent/bitangent data for a given uv layer and calculating the number of uv layers provided by the mesh scene node.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
This fixes a bug where a Python script file would be run on a scene file
that didn't have a script file set.
Added a general case version to SceneBuilderWorker.cpp, to make it easy
to mark all scene files as dirty.
Automated tests for this will come in a separate pull request.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Update fbx test dbgsg files
Remove rc products from fbx test expected output
Update warning counts for 2 of the tests - these are due to missing material properties
Add SkipAtomOutput setting to disable atom material and mesh processing in scene as these pull in a lot of external dependencies to Process
Removed BlendShapeData and MeshData debug output of positions/normals/faces
Updated ManifestImportRequestHandler to remove warning about Joining 2 absolute paths
Updated AssImpMaterialImporter to use new GenerateRelativeSourcePath API to fix issue where relative path generation failed with tmp project directories
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Add comment for setting
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Add override dbgsg file to python test
The mesh optimizer specifically avoids creating optimized nodes for nodes that are not selected, resulting in a different scene graph that requires a different dbgsg file to compare with
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Replace hardcoded passing of specific registry setting to instead pass all registry settings to AssetBuilder
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
* Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Supply the vertex index remapping to the optimized skin weights
This ensures that the optimized skin weights use the vertex indexes from
the optimized mesh
Signed-off-by: Chris Burel <burelc@amazon.com>
* {LYN-4514} Engine updates to enable PAB for the Blast Gem
* Engine updates to enable Python Asset Building for the Blast Gem
* added API to detect IsPythonActive()
* ExportProductList behavior
* scene manifest usage of generated assetinfo
* updated ScriptProcessorRuleBehavior to handle OnPrepareForExport
Tests: new tests for scene behavior via ExportProduct
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* updated base on PR feedback
added more comments for IsPythonActive()
added a serializeContext for export product list
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
* Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
Some nodes have aiBones created by AssImp even though they aren't bones. Filter these out by looking through the node graph and only considering
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>