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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Convert standIn to maya Scene

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Message 1 of 4
sone0206YA3T6
1108 Views, 3 Replies

Convert standIn to maya Scene

Does anyone know if there is any way to convert standIn file to Maya scene?

I am studying writing a vector displacement shader following the link below.

https://support.solidangle.com/display/AFMUG/Vector+Displacement

I could create the shader and ASS file works fine with it, but it didn't work properly when I assign the shader manually, so I would like to check how the displacement shader is connected to the geometry and the other settings since I cannot see the structure and the settings from the ASS file.

I tried to read the code of the ASS file, but I still don't get it so please help me if you know the solution.

Thanks,

2238-キャフチャ.png

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Message 2 of 4

No, there's no way to convert an exported ass file back into maya nodes.

The custom shader is connected directly to polymesh.disp_map

In Maya, a displacement shader is automatically inserted. Use the node editor/hypershader and remove that and connect your shader directly. Export ass and check it.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 4

@Stephen BlairThank you for your comment!!

>In Maya, a displacement shader is automatically inserted. Use the node editor/hypershader and remove that and connect your shader directly. Export ass and check it.

I don't understand this part and cannot achieve the same look as the ASS file when I build the structure and settings manually.. I screencaptured the current connection of displacement shader (aiNonlinNz1), so please let me know if this is what you suggested. Also, did I always have to export ass file to check??

2243-cap2.png

Message 4 of 4

In a case like this, you should export an ass file to compare.

You want to see what's the diff between what mtoa exports, and that hand-built ass file



// Stephen Blair
// Arnold Renderer Support

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