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Rendering with Arnold in Maya using the MtoA plug-in.
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GPU Alembic mtoa 3.0 shading issue

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Message 1 of 8
Slava_91
1445 Views, 7 Replies

GPU Alembic mtoa 3.0 shading issue

I create gpu abc with write materials, but arnold dont render them, when I change hims to aiStandardSurface and have same issue, even if check on override.

So how me assign material to abc subgroup?

Sorry for my english.

1268-maya-2018-04-05-15-13-31.png

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7 REPLIES 7
Message 2 of 8

Have you applied the shader to the gpuCache node?

You can apply shaders to sub-objects in the alembic by using operators, https://support.solidangle.com/x/x447B

You will need to make sure "Export All shading Groups" is enabled in Render Settings -> System



Ashley Handscomb Retallack
Senior Software Engineer (Arnold)
Arnold Documentation | Arnold Downloads
Message 3 of 8

1270-maya-2.png

no, I applied shader to the first ShadingEngine on first shape in gpu Cache

operators very interest, but I can see example how to make call subshape from gpuCache, and even more so how to assign the material specifically to this call
even in the example with materialx, which is not currently available, because maya does not know how to export in mtlx at the moment

Message 4 of 8

Here's an example scene using operators to assign shaders and st parameters on the gpuCache



Ashley Handscomb Retallack
Senior Software Engineer (Arnold)
Arnold Documentation | Arnold Downloads
Message 5 of 8

Thank you very much

Message 6 of 8
Mr.baiking
in reply to: Slava_91

Thanks,its very helpful

Message 7 of 8
Anonymous
in reply to: Slava_91

Arnold's b-spline requires two phantom points. current alembic procedural not working correctly with b-spline?

1298-b-spline-gpucachevsig.jpg

Message 8 of 8
trashes
in reply to: Slava_91

Is reassigning materials manually to objects the only way?

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