


This is impractical and adds a lot of extra complexity in asset setup and shading, and it is possible to move the proxy model in the viewport and leave the render model in place without the artist knowing. The only option would be to duplicate all of our geometry and assign a viewport material on the proxy and the render material on the render prim. Initially I thought the same thing, but prim purpose only works on prims and don't affect material assignment. Hi ! Shouldn't you be able to use display proposes to handle what material is used at what time? so that the materialX Shader is for final render and the usdPreviewSurface for viewport only. This could be a 'Use simplified shaders' toggle on the UsdProxyShape. Just to prioritise UsdPreviewSurface shaders over materialX would be the perfect fix for us, as it's easy to author a simple UsdPreviewSurface along side the materialX shader. When working on shots, that contain many assets loading all that data is a massive over head when 99% of the time all we would like to load is a diffuse texture or even just a single colour. As production materialX shaders can be quite complex and contain multiple texture channels often with many UDIM tiles. I still stand by my request to allow an option to prioritise UsdPreviewSurface shaders over materialX for viewport performance. Our plan is to do all our look dev shader setup in solaris. Error: Caught exception 'Could not find a nodedef for node 'N4'' while processing '/Proxy_chess_materialXShape_0x7fe4868143c0/materials/KING_MTLX' // Error: Failed verification: ' nodeDef ' - Could not find MaterialX NodeDef for Node 'NG_Maya/N4'. I'm getting this error on both intel and apple silicon Macs. I'm testing on an 2019 MacPro and M1 Max MacBook Pro, with Maya 2023.2, MayaUsd 0.19.0. Sure, here is a simple materialX setup, created in solaris.
