I’m writing a small pipeline for a project and we need a way to export a “Lookfile”/Shader Package from the lookdev scene and bring that data into the lighting scene.
We ran some tests and were able to export a JSON dictionary of all the shaders in the lookdev scene and the geometry that is to be assigned to them.
It worked fine but the problem is we have namespace when we reference the alembic caches, it’s also possible that we have objects with the same name in the scene so it’s not preferable to use the geo name route.
I ran another test using UUIDs, problem with that is the alembic caches get a new UUID once they are exported as alembic. To combat this, I made a new attribute on the alembic geo that contains the original geo’s uuid. This also works fine but it requires us to crawl through every object in the scene to find which geometry has that attribute value, since we can’t use ‘ls(uuid)’.
So my question is, what is the best way to approach shader packaging/and reassignment on assets? Has anyone ever seen a functioning maya pipeline and how they handle this?