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triplanars in combination with texture refrence objects causing nan/inf errors

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Message 1 of 10
Anonymous
968 Views, 9 Replies

triplanars in combination with texture refrence objects causing nan/inf errors

Anonymous
Not applicable

Attempted to bake these triplanar nodes with render selection to texture and the nans actually baked into the maps(blue spots). They also dont occur in the same places every time. removing the reference object seems to get rid of them but the reference object is required to stop swimming?

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triplanars in combination with texture refrence objects causing nan/inf errors

Attempted to bake these triplanar nodes with render selection to texture and the nans actually baked into the maps(blue spots). They also dont occur in the same places every time. removing the reference object seems to get rid of them but the reference object is required to stop swimming?

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9 REPLIES 9
Message 2 of 10
Stephen.Blair
in reply to: Anonymous

Stephen.Blair
Community Manager
Community Manager

triplanar does not work Pref, that's a known issue



// Stephen Blair
// Arnold Renderer Support
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triplanar does not work Pref, that's a known issue



// Stephen Blair
// Arnold Renderer Support
Message 3 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

Hey Stephen, thanks for the response. So when you say "pref", do you mean the coordinate space setting? So if this was set to object or world it would work with the texture reference object?

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Hey Stephen, thanks for the response. So when you say "pref", do you mean the coordinate space setting? So if this was set to object or world it would work with the texture reference object?

Message 4 of 10
Stephen.Blair
in reply to: Anonymous

Stephen.Blair
Community Manager
Community Manager

Pref is the reference position that MtoA gets from the texture reference object.

If you use object or world, then you're not using the texture reference object, and you should see texture swimming.



// Stephen Blair
// Arnold Renderer Support
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Pref is the reference position that MtoA gets from the texture reference object.

If you use object or world, then you're not using the texture reference object, and you should see texture swimming.



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

Anonymous
Not applicable

ok so then if pref doesn't work with the triplanar you can't use it for animating objects?

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ok so then if pref doesn't work with the triplanar you can't use it for animating objects?

Message 6 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

Good day Arnold Answers,

I was wondering if you could shed more light on this topic.

Right now our Studio is running on MtoA 3.1.2.1 with Arnold Core 5.2.2.1.
How unstable it the aiTriplanar in Pref at render time?

How unstable it the aiTriplanar in Pref when baked and is there a workaround for the NAN/INF errors?

What version has a working aiTriplanar in Pref?

This implicates our Pipeline decisions and scheduling predictions.

Kind Regards
Malcolm van Aardt

Technical Supervisor | Triggerfish Animation Studios

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Good day Arnold Answers,

I was wondering if you could shed more light on this topic.

Right now our Studio is running on MtoA 3.1.2.1 with Arnold Core 5.2.2.1.
How unstable it the aiTriplanar in Pref at render time?

How unstable it the aiTriplanar in Pref when baked and is there a workaround for the NAN/INF errors?

What version has a working aiTriplanar in Pref?

This implicates our Pipeline decisions and scheduling predictions.

Kind Regards
Malcolm van Aardt

Technical Supervisor | Triggerfish Animation Studios

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

Stephen.Blair
Community Manager
Community Manager

triplanar doesn't work with Pref, so you can't expect correct results

If you can wait until Arnold 5.3 is released, there's a fix



// Stephen Blair
// Arnold Renderer Support
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triplanar doesn't work with Pref, so you can't expect correct results

If you can wait until Arnold 5.3 is released, there's a fix



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

Stephen.Blair
Community Manager
Community Manager

You can't use it for anything where you want to use pref to prevent swimming



// Stephen Blair
// Arnold Renderer Support
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You can't use it for anything where you want to use pref to prevent swimming



// Stephen Blair
// Arnold Renderer Support
Message 9 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

@Stephen Blair,

Thanks for the response. When is the relese date or Arnold 5.3?
Will it be a smooth transision /upgrade from 5.2.2.1 or will we need to rebuild our shaders?

Kind Regards

Malcolm van Aardt

Technical Supervisor | Triggerfish Animation Studios

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@Stephen Blair,

Thanks for the response. When is the relese date or Arnold 5.3?
Will it be a smooth transision /upgrade from 5.2.2.1 or will we need to rebuild our shaders?

Kind Regards

Malcolm van Aardt

Technical Supervisor | Triggerfish Animation Studios

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

Stephen.Blair
Community Manager
Community Manager

3pm EST today

Arnold 5.3 is binary compatible for custom shaders. Custom operators would need to be recompiled.



// Stephen Blair
// Arnold Renderer Support
0 Likes

3pm EST today

Arnold 5.3 is binary compatible for custom shaders. Custom operators would need to be recompiled.



// Stephen Blair
// Arnold Renderer Support

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