Community
Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Bifrost assign_material not working

9 REPLIES 9
Reply
Message 1 of 10
lennart.oberscheidt
811 Views, 9 Replies

Bifrost assign_material not working

Hi everyone, just a quick question:

Does Arnold 6 / Bifrost 2.0.4.0 Maya 2018.6 not support assigning materials to geometry in the bifrost graph? Just a few instanced cones. Viewport displays the assigned aiStandardSurface (red diffuse color) just fine on the instances. Anrold renders the cones with the standard lambert or whichever material is assigned to the Mesh Output of the Graph within Maya.

Do i miss something her?. Since Bifrost is so *ahem* well documented i assume this is the correct way to go about assigning shader from within the graph but i might be wrong.


Cheers,

Lennart

5405-bifshader.jpg

9 REPLIES 9
Message 2 of 10

That should work. Also, try assigning the shader in the Hypershade window to the bif shape in the outliner.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 10

Well it unfortunately doesn't… that way anyway. Found a workaround though: While troubleshooting with multiple instances I never got it to work and arnold rendered the instances with the default material. Assigning the material to the bif shape of course defeats the purpose of assigning materials per instance in the graph (althought that works if all you need is one material on all the instances).

Graph that doesn't work:

5428-nomatsassigned.jpg

I then wanted to try assign materials from within the graph post-instancing to see if at least that works and to my surprise: Just dropping an assign_materials node after the set_instance_geometry (without actually assigning any mats with it) does the trick! However, I strongly assume that isn't the intended behavior and seems to not be documented anywhere. You (or the bifrost Team) might want to look into that 😉

5429-matsassigned.jpg


Cheers,

Lennart

Sample files here:

Bifrost_Material_assignment_working.mb.zip

Bifrost_Material_assignment_notworking.mb.zip

Message 4 of 10

What's happening is that the Lambert shader is assigned to the instances, and that overrides the shaders you applied to the source objects.

When you added in that assign_material after set_instance_geometry, that cleared the instance shader assignment (no shader was assigned to the instance). So then the shader assigned to the source object was used.


I think we should not assign any shader to the instances. Then by default, the shaders assigned to the source objects will be used. IIRC, that's how instancing works elsewhere in MtoA.


Thanks for reporting the issue.



// Stephen Blair
// Arnold Renderer Support
Message 5 of 10
Anonymous
in reply to: lennart.oberscheidt

@Lee Griggs

i don't see the big shapes in outliner. Is there any trick to make them appear?

Message 6 of 10
Anonymous
in reply to: lee_griggs

how can i make the bifShapes visible in outliner?

Message 7 of 10
Stephen.Blair
in reply to: Anonymous

Click Display > Shapes



// Stephen Blair
// Arnold Renderer Support
Message 8 of 10
Anonymous
in reply to: Stephen.Blair

looks like something has changed with Maya 2020.4. On 2020.3 it's working that way. With 2020.4 i can't find a way.. wich makes assigning shaders a Lott less intuitive

Message 9 of 10
Stephen.Blair
in reply to: Anonymous

I see a bifrostGraphShape in the Outliner



// Stephen Blair
// Arnold Renderer Support
Message 10 of 10
Anonymous
in reply to: Stephen.Blair

well yes, me too ... but can't select single meshes and assign a shader, like the guy does here
https://youtu.be/uSA_RNl9g9o?t=900

Looks like i have to do do that in the bifrost-graph-editor now

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report