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Is there an option in Arnold to ignore UV winding order?

13 REPLIES 13
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Message 1 of 14
autodeskguy
893 Views, 13 Replies

Is there an option in Arnold to ignore UV winding order?

I've got a scene in which there's a normal discontinuity issue across all UV seams on one UV island of a mesh:

autodeskguy_1-1623903544801.png

 

There's no issue when using the hardware renderer:

autodeskguy_2-1623903714278.png

 

This is because the left leg island has opposite UV winding. The viewport 2.0 renderer appears to ignore winding. 

autodeskguy_3-1623906541622.png

 

I would like to know if there is a way to ignore UV winding in Arnold, and if not, can the feature be added?

 

Thanks!

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13 REPLIES 13
Message 2 of 14

Are you sure its not just a flipped green or red channel? There is an option in the bump node for Arnold. 

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Message 3 of 14
Anonymous
in reply to: autodeskguy

Not only am I sure, but you can be, too, if you look at the third image.

Message 4 of 14

Not only am I sure, but you can be, too, if you look at the third image. It clearly shows what's happening as I described.
Message 5 of 14
autodeskguy
in reply to: autodeskguy

Does anyone from Autodesk actually read these?  Am I in the right place?

Message 6 of 14
damaggio
in reply to: autodeskguy

This is for Vray but check all Arnold rendering settings in the documentation to see if there's something similar, sorry that's all I can offer, we use Vray only.

Uninverted normal bump – A global option to prevent inversion of normal bump in tangent space on flipped UVs.

https://docs.chaosgroup.com/display/VMAYA/Textures+Overrides

 

 

Good luck.

Message 7 of 14
autodeskguy
in reply to: autodeskguy

Yep that's exactly the sort of thing I am looking for.  Does autodesk actually monitor this channel?

Message 8 of 14

I fear the only way is to rebake with unique uvs  or use a displacement map. Arnold is traditionally a renderer used for fvx and not rendering game assets. 

 

I know thats no excuse. But does explain why there is no solution. 

 

 

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Message 9 of 14
autodeskguy
in reply to: autodeskguy

Any rendering which relies upon UV-normal will be affected.  This includes displacement.  As someone above pointed out, this feature is available for Vray.  This isn't specific to the application of the renderer, it's a feature which other software renderers do have.

 

Do you work for Autodesk?  Can you pass this onto the Arnold team?

Message 10 of 14

Im not an Autodesk employee. 

I passed this thread to the Arnold Team. 

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Message 11 of 14
autodeskguy
in reply to: autodeskguy

cheers

Message 12 of 14

There is no solution beside rebaking. 

They made a internal ticket. 

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Message 13 of 14

Just an idea, with no working proof... Can't you "invert" the displacement for that uv-shell? either edit the texture or paint some control mask for texture mix.


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Message 14 of 14
Anonymous
in reply to: hamsterHamster

I appreciate the thought, but I'm actually looking for the specific feature I requested. There's background but it's not going to be fruitful to get into it here.

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