I'm using an Arnold Standard shader.... I thought I'd tested this already
but clearly not... It appears to be an Arnold issue.

Whether it's a Phong, Standard or Constant shader when rendered through
Arnold I get the triangle colour error.

I'm going to look into this now but if anyone know's about this please
shout and let me know. Cheers



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On 20 March 2014 08:07, Ho Chung Nguyen <[email protected]> wrote:

> Which shader did you use for the shirt?
>
> I use a Phong shader and the shirts are rendered fine
> [cid:[email protected]]
>
> Actor Copies mesh gets its materials from ICE attribute Materials. So to
> override that with a cluster/object material, I set the MaterialID of the
> shirt polygons to 0
>
> [cid:[email protected]]
>
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Jonny Grew
> Sent: Thursday, March 20, 2014 2:23 AM
> To: [email protected]
> Subject: CrowdFX texture confusion
>
> Hi List,
>
> I'm trying to get random materials on CrowdFX. I've got 2 questions in
> relation to this.
>
> Attached is an image of a setup.
>
> I'm creating a custom attribute (self.WORKDAMNYOU) on the actor copies
> mesh that is generating a random value between 0 and 7 based on the Copy
> Index.  I'm then getting the Integer Attribute 'WORKDAMNYOU' in the render
> tree to drive a switch between colours in a Color Multi-Switch (This will
> eventually be different textures rather than colours).
>
> The render appears with odd triangulated colour variations - these
> triangles vary in size on different characters (the same actor copies mesh).
> [https://mail.google.com/mail/u/0/images/cleardot.gif]
> [Inline images 1]
>
>
> In addition to this...When I'm trying to test this in a fresh scene I
> can't even get the custom attribute (WORKDAMNYOU) to show in the render
> tree unless it's in the scene material.
> Displaying the values (In the hope it forces the custom attribute to be
> visible) does nothing.
>
> Any suggestions?
>
> Cheers
> Jonny
>

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