I have a few textures applied to this model of a house. The textures appear perfectly fine in the viewport, and render fine using Maya Hardware and Software renders, but when I try to render with Arnold, most of the textures are horribly stretched beyond recognition (see attached images). There is absolutely no smoothing whatsoever on the geometry. The problem only occurs when rendering with Arnold, and after searching around no one seems to have an answer.
I'm using Maya 2018, MotA 3.1.2. The shading network is just a phong with a .tga texture plugged into color. I checked the UVs and the place2dTexture node, everything looks fine, including the Repeat UV attributes.
This project has a strict due date, and must be rendered with Arnold. Someone please help.
How it looks in the viewport (how it should look)
How it looks when rendered with Arnold
Solved! Go to Solution.
what version of Maya? of mtoa? what's the shader tree look like?
Maya 2018, MotA 3.1.2. The shading network is just a phong with a .tga texture plugged into color. I checked the UVs and the place2dTexture node, everything looks fine, including the Repeat UV attributes
Update your MtoA to the latest. And if there's still an issue, can you upload an example scene? Looks like a texture projection problem.
I updated MtoA and the problem persists. Example scene uploaded. Most of the textures are affected, but I've included the textures that are the most egregious. The geo has some wonky UVs but the parts that matter are fine
Thanks for taking a look
Check to see if there are multiple UV Sets. This looks like the display is showing one UV Set, and then when it tries to render, it uses a different one. This tends to happen to me when I import an FBX, or other file types that came from a different software.
There's only one UV set on the object in question, but you helped me fix a completely different issue I was having, so thanks
So after slamming my head against a wall all day long, I finally figured it out. The UV set must have been corrupted somehow. Here's how I fixed it in case someone has the same issue:
UV>UV Set Editor, then Copy the existing UV set.
Then you have to go to Windows>Relationship Editors>UV Linking (texture or UV centric, doesn't matter), then connect your textures to your UV set.
Thanks to those who tried to help. I'm just glad I finally got it working.
I had the same problem and I could not find any answers online. But I had an idea and it worked perfectly.
I had a road texture repeated on my surface. I had to rotate the texture 90 degrees to fit well (but that was the big mistake). When rendering with Arnold it looks stretched/blurred.
But when I put the rotation back to 0 and turn the texture externaly (photo-editing-software) the texture renders like it supossed to, correctly with no stretch/blur.
In the Place2DTexture node do not use the 'Rotate Frame' option.
Also do not use the UV Repeat 'V' value option.
Only use UV Rotate and UV Repeat 'U' value option, to rotate and repeat the texture.
Very tricky this one. Succes all.