Hi all,
Each time I try convert displacement to polygons Maya crashes, no matter which render engine I use.
Anybody else encountered this kind of trouble? I always end up with fatal error message.
Maybe there is a workaround out there? Please let me know.
Greetings,
YYaca
BTW: I reported this issue several times with no feedback.
fyi - i tried "convert > displacement to polygons with history" and it seems to have worked. still odd that it crashes the other way
Fatal error. Same issue here going back to 2016.5. Only happening with File Textures. Displacement to Polygons with History doesn't error BUT tessellation is WRONG! So no workarounds
Autodesk Dev Team,
Does anybody of Autodesk team read this topic at all? I sent countless bug reports regarding this problem with no respond!!! Can anyone please just take care of it? Personally I need this function to operative and just can't stand to see the workaround or any kind of fix!!!
Autodesk Dev Team if U reading this post please give a sign that U're alive and are able to react!!! Maybe there is a solution, but without Your help it is just like searching the void for those who don't know where to search. Until now there is no post or comment in this topic so far, even a simple one like: ok guys take it easy we are working on it or we are still investigating the issue, but for now U can do this or that to workaround.
Unfortunately update 1 didn't bring the solution. Problem exists in its original form. Looks like nobody knew it ever existed. Shame.
Please give us a chance to love Maya. Don't push us away and be responsive.
Regards,
YYaca
Edit:
Sorry, but I naively thought that conversion works in conjunction with mental ray so I tested mia materials on it only.
Everything works fine with Maya standard materials (blinn, phong, lambert), but You all should remember to turn off history before doing a conversion.
It is important to delete the history also. And the most important thing is to execute the process via Tessellation tab, disabling Feature displacement check box in Displacement Map tab. If it is ticked on U'll get a crash. To tweak the density of the displaced geometry U should deal with Max Triangles and Min Screen attributes in Tessellation Attributes tab. So this can be treated as some kind of workaround for now.
Referring to my previous post it doesn't mean that problem disappeared. Opposite needs more care and attention. Things go wrong with Displacement Map tab for p...Shape node.
So for now if anybody needs some help dealing with the process, just let me know.
Cheers,
YYaca
Hi!
I recommend to use a Texture Deformer (Deform -> Texture). You may need to add some subdivisions before applying the deformer, for example with Mesh -> Smooth or Edit Mesh -> Add Divisions, but with this method you can have quads on your model instead of triangles. Also you can tune the subdivision value later for different display and render purposes and you even can animate the value (as long as you don't place nodes on top that produce errors caused by changing topology)
Here is an example with Texture 2D "Grid" as Texture for the Texture Deformer on a Torus.
Hi YYaca,
I've been informed that the issue is logged and being investigated.
Thanks.
--
Brent
Thanks guys for staying in touch!!!
1. Good to know somebody cares. Thanks a lot Brent for info.
2. mspeer, thanks for sharing. This method is very useful... and quad output is of course beneficial. Works fine!!!
Once more thanks a lot guys!!!
Take care.
YYaca
Any news about this issue ? Maya still crash during converting displacement to polygons...