Alternatively use MeshLab or Houdini’s PolyDoctorSOP to fix it all, they tend to do a good job so worth testing before developing carpal tunnel syndrome.
Jb > On 1 Jun 2018, at 23:02, Matt Lind <speye...@hotmail.com> wrote: > > I distinctly remember looking at cityscape scenes in XSI a number of years > ago when another user had similar problems. > > If memory serves, the geometry is horribly corrupt and each material was > duplicated per polygon or polygon cluster. There were winged edges with more > than 3 polygons sharing the same edge, normals facing both ways on the same > polygon, etc. Not at all surprised you're having problems. > > Although editing the geometry in XSI induced a lot of crashes, it was > necessary to fix the problem. Also removing the userNormals property helped > with shading issues. Finally, performing a delete unused materials combined > with a simple script to merge/consolidate redundant materials cleaned up the > rest. > > Since you're doing it all in Maya, I suspect you have the same problems. > First check the geometry for user normals, or whatever Maya's equivalent is. > If they exist, remove them. That should remove most of the problems. Then go > into the geometry and unshare those winged edges and leave them as discrete > polygons. That shouldn't have any negative affect on the rendered result. > Finally, write a script to scan all the objects to see which shader nodes > they're using and do a ‘diff’ between them as the shaders are likely > duplicate copies. Once you find a duplicate, unshare it and replace it with > the original copy. > > A lot of elbow grease, but should fix the problems in the end. > > Matt > > Date: Thu, 31 May 2018 21:14:26 +0000 From: “Ponthieux, Joseph G. > (LARC-E1A)[LITES II]”<j.ponthi...@nasa.gov> Subject: A pain in the Arnold… > To: “softimage@listproc.autodesk.com” > > Howdy yall, > > I thought I would post here before I escalate this but… Arnold on Maya 2018 > is producing an error in render… > > I've got an ESRI City Engine scene imported into Maya 2018, It was working > fine under Maya 2017 and rendering fine in Mental Ray. But mental Ray is gone > now. > > It renders in the Maya Software render fine. > > In Arnold it produces what looks like triangulation (Tessellation) errors > rendering some triangles darker than others. > > It only produces the problem on materials with texture maps. > > Disconnecting the textures from the diffuse color removes the problem. But > removes the texture also. But this seems to indicate its not a lighting, > normals, or shading error. > > I've turned literally everything in Arnold settings off or neutral and no > change. > > Its not shadows, nor anti-aliasing, nor duplicate polygons, nor a bad mesh. > > Forcing a triangulate on the mesh can make different triangles darker but the > problem does not go away. > > All reflections, shadows, motion blur, etc have been turned off in Maya and > Arnold for Render Settings and Object. No change. > > Any thoughts? > > Thanks Joey > > ------ Softimage Mailing List. To unsubscribe, send a mail to > softimage-requ...@listproc.autodesk.com with “unsubscribe” in the subject, > and reply to confirm. > >
------ Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.