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Renderview/active shade issue with hair&fur

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Message 1 of 11
cerakecera
213 Views, 10 Replies

Renderview/active shade issue with hair&fur

Hello i have an issue with Arnold RenderView not rendering any hair&fur. The same case for active shade/viewport. Production is working fine. Tried with CPU and GPU.

Is this not implemented or what am i missing?

Have everything up-to-date


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10 REPLIES 10
Message 2 of 11
madsd
in reply to: cerakecera

Works fine.
So we need to find out where you glitch in the process.
First thing that comes to my mind is that you don't source the correct buffer.

Let us know you your setup looks the same.

qwe.png

Message 3 of 11
cerakecera
in reply to: madsd

Yep those options are checked.

Message 4 of 11
madsd
in reply to: cerakecera

Try upload a plane with hair and fur on and we can take a look at it.

Zip up a max file.

Message 5 of 11
cerakecera
in reply to: madsd

Actually let me give you the save with the hair&fur object, since the plane example does render without issues.

This is what i end up on my side:

klhkl.jpg


Uploaded the save including HDRI in case thats a part of the issue, its a big file:

https://drive.google.com/file/d/1lkxj48tm-_q19I2qea6_D5KAnVNverrO/view?usp=sharing
Message 6 of 11
madsd
in reply to: cerakecera

There are several issues in the scene let me highlight the worst.


The head mesh is corrupt, you need to make a box and attach the head mesh to it, then delete box, and reset pivot to head again.

You have Exposure control on, use ARV instead of production render it is far superior to render in.

I changed how you disabled the head in the view to opacity with a float value.

Hair renders fine on the gpu with attached file and corrections.
Max 2021.

Message 7 of 11
cerakecera
in reply to: madsd

Couple questions:

Is there another way to repair the mesh without resetting hair style?
In case this happens again, how did you find out the mesh was corrupt?

Changing head transparency had to do with the issue or because of other reasons?

Using production to render animations, if ARV can do that let me know, i´ll happily switch over.



Message 8 of 11
madsd
in reply to: cerakecera

ARV can render production animation, its just a new frame work for Arnold, you can set Arnold to always open the new ARV in the render panel.

I just changed it to float Opacity because thats what I always do, free will to use the other method.

I dont know if there is another way to fix the problem.
First thing that comes to my mind is that the mesh is eitehr ultra old, or comes from an application that is very old or buggy.

I would be worried if it was a model you made in max just before you put the hair mod on, but I doubt this is the case.

Message 9 of 11
cerakecera
in reply to: madsd

It was ported from Blender and i was planning on porting a couple more meshes. Dont know how these could get corrupt, but i´d like to know how you can tell if a mesh is corrupt to avoid redoing the hair styling again.

Also ran a sequence render with ARV over night to see the benefits. But i couldnt notice any difference from production. Equal quality, render time etc.
Am i missing something again?


Message 10 of 11
madsd
in reply to: cerakecera

You can't really tell except if it's not working.
You would need to check your export settings, different formats.

ARV should render same speed, but ARV has a lot of practical look dev tools, like storing tests, masking layers, easy crop, exposure slots.

The initiative is in development so it gets better and better over time.

Message 11 of 11
cerakecera
in reply to: madsd

Alright sound good.

And thank you for the help! Stay safe.

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