question

R Bini avatar image
R Bini asked ·

Maya 2019 Arnold render different from viewport

I have my model in the viewport showing correctly but when I render it, I get these black seems all over the body. Here is a closeup of the arm. What could possibly be causing this?

viewportblack
arm.jpg (195.4 KiB)
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

R Bini avatar image
R Bini answered ·

They look perfect. There are about 150 udim tiles with no uvs out of place or overlaps. I can't figure out what is causing the render to look that way. It is only when I cut the large single mesh into 2 smaller pieces does it render correctly with no errors.

Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Lee Griggs avatar image
Lee Griggs answered ·

What are the UVs like?

Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

R Bini avatar image
R Bini answered ·

I am trying to render my creature and it is showing up perfect in the viewport but the arnold render is showing black around the seams of the texture maps. I am using aiStandardSurface shader with only a base color map. I haven't added any other maps yet until I know what my problem is. It is using UDIMs. There is one skydome hdr light in my scene. When I render in the arnold renderview for the first time, I get this error message:

// Error: [polymesh] BodyShape: out-of-range shader index (40/12) //
// Error: [polymesh] BodyShape: out-of-range shader index (40/12) //
// Error: [polymesh] BodyShape: out-of-range shader index (40/12) //
// Error: [polymesh] BodyShape: out-of-range shader index (43/12) //
// Error: [polymesh] BodyShape: out-of-range shader index (43/12) //

This is a model supplied to me from another studio. The total poly count of the model is 563,000. The body is 245,000 and the head is 318,000. Both the head and the body are combined into a single mesh. I did some experiments and disconnected the head from the body to make it 2 seperate meshes and it now renders perfectly. Any ideas on why this is happening?

Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Lee Griggs avatar image
Lee Griggs answered ·

What shaders/textures are using in the scene? UDIMs? Does it have displacement? What texture color space are you using? Any information would be useful.

Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Write an Answer

Hint: Notify or tag a user in this post by typing @username.

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Welcome to the Arnold Answers community.

This is the place for Arnold renderer users everywhere to ask and answer rendering questions, and share knowledge about using Arnold, Arnold plugins, workflows and developing tools with Arnold.

If you are a new user to Arnold Answers, please first check out our FAQ and User Guide for more information.

When posting questions, please be sure to select the appropriate Space for your Arnold plugin and include the plugin version you are using.

Please include images, scene and log files whenever possible as this helps the community answer your questions.

Instructions for generating full verbosity log files are available for MtoA, MaxtoA, C4DtoA, HtoA, KtoA, and Kick.

If you are looking for Arnold Documentation and Support please visit the Arnold Support site.

To try Arnold please visit the Arnold Trial page.

Bottom No panel present for this section.