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 quadrants that way solves 
the problem for the time being.
Thanks.
Joey

From: [email protected] 
[mailto:[email protected]] On Behalf Of Stephen Blair
Sent: Friday, June 01, 2018 1:22 PM
To: Official Softimage Users Mailing List. 
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 <[email protected]>
Subject: Re: A pain in the Arnold...

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, Jun 1, 2018 at 11:01 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<[email protected]<mailto:[email protected]>> wrote:
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 over 900 shaders but there are thousands of objects in the scene. 
Shader application by CityEngine appears to be incredibly efficient.

Yeah It looks like I’ll probably have to call them. I can hack it up in the 
short term but there is something in this scene that Arnold just doesn’t like. 
Or that the scene doesn’t likeabout  Arnold. Its procedurally created and 
exported via FBX and then imported to Maya. It rendered fine in Mental Ray but 
I’ve had no end of difficulty with it and Arnold. Ugh.

Thanks
Joey

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 On Behalf Of Steven Caron
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 <[email protected]<mailto:[email protected]>>
Subject: Re: A pain in the Arnold...

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 right.

*written with my thumbs

On Fri, Jun 1, 2018, 7:25 AM Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<[email protected]<mailto:[email protected]>> wrote:
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 for the entire 
scene. Its really large, and is very oddly shaped. But the geometry appears to 
be fine. The Maya Software renderer handles it just fine.

What I seem to have discovered is that if I break it up into smaller segments 
the shading bugs go away. Its almost as if Arnold is applying a smooth shading 
override to the surface. Even though I’ve set normals on the surface to face, 
applied hard edges, every attempt to modify normals in some substantial way has 
failed to affect the shading bug.

Incidentally there are other really large “organs” in this scene. But they are 
comprised of smaller groups that are disconnected from the other groups but 
still as one large single object. They render fine. It only seems to be an 
issue with large objects with contiguously connected elements.  Does anyone 
know what gives with this? Is Arnold trying to do something special that 
affects objects of immense size that are contiguously connected?

Joey


From: 
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[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Sent: Friday, June 01, 2018 9:42 AM
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 <[email protected]<mailto:[email protected]>>
Subject: RE: A pain in the Arnold...

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 present.

Thanks


From: 
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 [mailto:[email protected]] On Behalf Of Jordi Bares
Sent: Friday, June 01, 2018 9:36 AM
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 <[email protected]<mailto:[email protected]>>
Subject: Re: A pain in the Arnold...

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] 
<[email protected]<mailto:[email protected]>> wrote:

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 texture placement. No change.

Bummer. Thanks anyway!

joey

From: 
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 [mailto:[email protected]] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: Friday, June 01, 2018 9:06 AM
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Subject: RE: A pain in the Arnold...

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



From: 
[email protected]<mailto:[email protected]>
 [mailto:[email protected]] On Behalf Of Gregor Punchatz
Sent: Thursday, May 31, 2018 6:24 PM
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Subject: Re: A pain in the Arnold...

Hmmm... have you tried rebuilding the shaders???

On Thu, May 31, 2018 at 2:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<[email protected]<mailto:[email protected]>> wrote:
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.


1.       It renders in the Maya Software render fine.

2.       In Arnold it produces what looks like triangulation (Tessellation) 
errors rendering some triangles darker than others.

3.       It only produces the problem on materials with texture maps.

4.       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.

5.       I’ve turned literally everything in Arnold settings off or neutral and 
no change.

6.       Its not shadows, nor anti-aliasing, nor duplicate polygons, nor a bad 
mesh.

7.       Forcing a triangulate on the mesh can make different triangles darker 
but the problem does not go away.

8.       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


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