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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Maya 2019 Arnold render different from viewport

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Message 1 of 5
robert.biniewicz
1599 Views, 4 Replies

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?

4245-arm.jpg

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4 REPLIES 4
Message 2 of 5

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.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 5

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?

Message 4 of 5

What are the UVs like?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 5

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.

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