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Layered texturing issues when using Arnold GPU

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Message 1 of 4
TechHollywood-Engineering
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Layered texturing issues when using Arnold GPU

One of our artists is testing Arnold GPU and has run into an issue with using layered textures. The artist tried two setups. First they used a layered texture node with a png as the base layer(automatically converted to .tx), and then noise, and brownian procedural nodes as two more inputs. This failed to compile per the output window which makes sense since none of these are native Arnold nodes. The second setup was with the Arnold layerRGBA node and the Arnold aiNoise and aiCellNoise nodes. The base .png was visible in GPU render with this setup, but the artist could not get the noise nodes to display in the render / come through with the same look that they had with Arnold using the layered texture and procedural nodes with cpu. Does this sound like it’s a lack of knowledge on how to use the Arnold nodes, or is it something on the future roadmap for the default Maya layered texture and procedural nodes to work in GPU?

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Message 2 of 4

With latest build, I get identical results, layering noise and cell noise on top of a bitmap, with any blend mode on either layer, in cpu/gpu.
Make sure you are using latest build available.

Attacehed a materialX file with a custom osl Layer node + 2 procedurals fed to 2 bottom layers and blended. You can try it as refference, its a yellow and blue color checker with a solid color in the top layer.

Message 3 of 4

To follow-up:

- We're on the latest build 3.3.0.1

- Unfortunately the description of your results isn't clear on what you're seeing or how you're getting that result.

- We're not using Material X yet so that's not a valid proxy for us to compare against.

I've attached a maya scene setup with two planes and two shaders:

- The first shader is built with a maya layered texture node maya native nodes for noise and a bitmap as inputs that is then connected to an aiStandardSurface shader. This works in Arnold CPU but not GPU.

- The second shader uses all Arnold native nodes for the noise and image inputs with an aiLayerRgba plugged into an aiStandardSurface. We’ve tried mimicking the settings setup on the layered texture on this second shader network, but neither myself nor the artist doing the testing can determine why this is not outputting in a similar fashion to the maya setup. The noise patterns are different but that’s irrelevant.

I'm guessing this is simply lack of knowledge on our part regarding correct setup of the aiLayerRgba.

Any further input is appreciated.

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