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
Stephen,
I’m fairly sure it has nothing to do with UVs. But I’ll try to get the log.
What I’ve discovered is that if I extract pieces of the mesh away from the
outer perimeter, paring it down till it reaches about 250x250 units and no
bigger, the problem disappears. Breaking it up into
1999 SOFTIMAGE|3D screenshot…with caustics!
Hi
You don't mention whether you checked the Arnold log for warnings.
If it was tessellation errors, then you would see it with or without a
texture. You can try using the Utility shader (Primitive ID with polywire)
to check that.
The Utility shader also has UV modes for debugging.
On Fri,
Just one shader. Its using a custom UV set for a single texture that I don’t
dare touch since the UVs are generated automatically by CityEngine to repeat
sidewalk segments along the sidewalk artery. Since other renders have shown
they can handle them, I don’t think it’s the UVs.
There are
How are the different shaders applied to this single object? Is it using
face sets? There is a cap of 256 shaders per object if that is the case.
Although, what you initally described doesn't sounds like this is the
case...
Talk to the support guys, it's Stephen Blair BTW... He will help get you
I have found one workaround so far that seems to force the render to behave.
The geometry is procedurally created in CityEngine. The offending geometry in
the scene is the “sidewalk” object. But the way it is generated is that the
entire sidewalk is like an arterial system created as one object
Nope. First thing I checked. CV counts at each vertex are 1. There is no
non-manifold geometry that I can find related to the objects with the anomaly.
Besides, if it were the geometry, I would expect that removing the texture
would not remove the anomaly. If there is no texture, the bug is not
I would suggest you double check the geometry, is it possible you have double
triangles?
jb
> On 1 Jun 2018, at 14:32, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> wrote:
>
> The original shader was a Lambert material with an image and a texture
> placement.
>
> Replacing the shader
The original shader was a Lambert material with an image and a texture
placement.
Replacing the shader elements with like for like makes no difference.
Replacing the file and Lambert nodes with aiImage and aiStandardSurface also
made no difference.
I also replaced the SG and deleted the
No. In part because the scene has over 900 shaders. The thought of having to
edit every one to make Arnold happy is not a pleasant one. I’ll look into
though. Stay tuned. Thanks
Joey
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