Maya playblast turns out black with floating point render target with Multiverse Compound in scene
Issue
We seem to run into an issue where if one Multiverse compound shape is loaded that playblasts turn out completely black. Whenever we disable the Maya Viewport 2.0 Floating Point Render Target then it starts to work as expected.
We are playblasting with 32bit floating point render target as Maya had a history of producing a lot of banding on the resulting playblast with Color Management enabled. (As if the color management was applied AFTER the playblast, thus correcting on 8 bit video data which generates the visual banding - not sure if that issue still exists in Maya 2020.) Nevertheless I assume this issue will need to be solved either way.
In short:
Whenever I have VP 2.0 floating point render target enabled and I have multiverse compounds in the scene the playblast turns out completely black. Disabling the setting makes it turn out normal.
To reproduce:
- Load a USD file with Multiverse.
- Use Viewport 2.0.
- Enable "Floating Point Render Target" in Viewport 2.0 settings, set it to
R32G32B32A32_FLOAT
- Make a playblast.
- The resulting video has black video.
- Windows 10
- Multiverse 6.3.0
- Maya 2020.0
Reproduced on two machines, one with NVIDIA Geforce GTX 650 Ti BOOST. The other I believe has a Geforce GTX 780 Ti.