Hey Matt, This is not CityScape. Its ESRI CityEngine.
At least in the part of the scene that is showing the errors there are no duplicate polygons, no winged edges, no unusual normals. That I can find. Yet. The only unusual feature to the geometry construction is that along the adjacent facets most facets are already detached (discrete as you put it) with only a single vertex at each facet shared with the next facet. Detaching these vertices makes no difference. Setting absolutely every facet in the mesh to have hard edges makes no difference. Again, the Maya Software Renderer handles it fine. Mental Ray handled it fine. This scene is over a year old, I’ve been using it with Mental Ray in 2017 for that long. This is an issue with Arnold and how Arnold is looking at this geometry or something in the shaders that Arnold doesn’t understand that got introduced in the FBX conversion. I can remove just a handful of facets in any random part of the mesh and with no apparent explanation suddenly the mesh renders fine in some places but not others. The bug just moves to a different location. Its not the normals. Maya has vtx normals and face normals. Averaging them, setting them to hard faces, nothing regarding normal makes any difference. And I don’t know of any equivalent in maya for user normal in XSI. In Maya the normal is either locked or unlocked and can be given a custom orientation with a polyNormalPerVertex operator. The normals on this mesh are not the problem. Incidentally I don’t know if anyone has noticed but Arnold doesn’t render modified normals in maya correctly. The bias of the normal in Arnold is inverted from what it is supposed to be. Load a poly sphere, unlock any vertex normal, and then change its orientation using the Vertex Normal Edit Tool. Render it in Arnold, then render it in Maya Software. These are the repro steps. polySphere -r 1 -sx 20 -sy 20 -ax 0 1 0 -cuv 2 -ch 1; select -r pSphere1 ; hilite pSphere1 ; select -r pSphere1.vtx[237] ; polyNormalPerVertex -xyz 0.0946455 -0.820684 -0.563489 ; defaultDirectionalLight(1, 1,1,1, "0", 0,0,0, 0); Joey From: [email protected] [mailto:[email protected]] On Behalf Of Matt Lind Sent: Friday, June 01, 2018 6:03 PM To: [email protected] Subject: Re: A pain in the Arnold… 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]”<[email protected]<mailto:[email protected]>> Subject: A pain in the Arnold… To: “[email protected]<mailto:[email protected]>” 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 [email protected]<mailto:[email protected]> with “unsubscribe” in the subject, and reply to confirm.
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