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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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UV Pass from Arnold not working with STMap in Nuke

4 REPLIES 4
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Message 1 of 5
Anonymous
3441 Views, 4 Replies

UV Pass from Arnold not working with STMap in Nuke

uv-test.zip2465-mayauv-aov.png

2466-nukescreenshot.png

I have a render with a UV AOV from Arnold, but it doesn't seem to be working in Nuke even though I believe everything is done correctly. I created a sphere in Maya and mapped on the Earth texture, created the AOV, and rendered it. If I try to map that same Earth image in Nuke using the render and the STMap node, but the result is incorrect.

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4 REPLIES 4
Message 2 of 5
Anonymous
in reply to: Anonymous

Hi
You are connecting STMap the wrong way
shift+x to reverse it

Message 3 of 5
Anonymous
in reply to: Anonymous

Hi Rachid,

I'm pretty sure the way I have it is correct, the stmap input is connected to the UV pass, and the source is connected to the texture. I've done this just fine with VRay, just not sure what's causing the issue in Arnold.

Message 4 of 5
Anonymous
in reply to: Anonymous

2480-stmap.jpg

I downloaded your scene with few minors correction UV need only 02 channels so set it to vector or rgb, with Filter Type = closest. aiUtility =>Shaded Mode set to flat
Don't forget to choose to choose UV in STMap UV Channels.
Here is the result

Message 5 of 5
Anonymous
in reply to: Anonymous

Thank you so much, that fix works great!

Do you know where I can get more information about the AOV filter types?

Cheers!

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