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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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After updating to MTOA 3.0.0.2, UV tiling mode 0-Based Zbrush not working anymore.

7 REPLIES 7
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Message 1 of 8
edelacour
603 Views, 7 Replies

After updating to MTOA 3.0.0.2, UV tiling mode 0-Based Zbrush not working anymore.

I had a creature which was rendering fine in the previous version of MTOA. I had two udim, textures exported from Zbrush, and my shaders were all set and done. But then we've updated to Maya 2018 and MTOA 3.0.0.2, and my renders were suddenly all messed up badly. So I've tested with a simple sphere, and as soon as I change the UV tiling mode, I'm losing the textures. I can see both of them are uploaded (2 tiles found), and I can even see the 2 color maps in the UV editor, but when I render the sphere is grey, no colors at all. Obviously it goes also for the displ, normal, etc. I went back to an older maya and MTOA version with the same test, and it's working fine. Am I missing something here, or is it just a bug? Please help!

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7 REPLIES 7
Message 2 of 8

Thanks. Yes we're aware of this bug, we have an open ticket for that. It's planned for next release

Message 3 of 8

Thanks for the prompt answer! Is it fixed already with the 3.1.0?

Message 4 of 8
edelacour
in reply to: edelacour

Thanks for the prompt answer! Is it fixed already with the 3.1.0?

Message 5 of 8
edelacour
in reply to: edelacour

Another thing: Does this bug happens only with the Zbrush UV tiling mode or is it with all UDIM sytems, MARI included? Thank you

Message 6 of 8
edelacour
in reply to: edelacour

Ok I know now it's not fixed yet...

Message 7 of 8

No it's not fixed yet. The ticket we have only mentions Zbrush UV tiling mode

Message 8 of 8
edelacour
in reply to: edelacour

Ok I've renamed my textures with the Mari Udim convention and it seems to work fine.Thank you!

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