Autodesk mental ray bake output full#
It took awhile for the devs to work around the issues with IPR crashing, but at least production rendering had full support for all textures from the moment of the bundling of Arnold with Max. That was four years ago, right? MAXtoA has full support for all textures. Respectfully, this issue needed to be addressed the instant Solid Angle was acquired by Autodesk. It's just so wrong, I can't wrap my head around it. If this is how it's going to be, I can't justify using Arnold at all. Please support all of the existing Maya features before adding a bunch of new stuff. I am sorry to have to come down so hard on this, but it's a major issue and I am, as I said, utterly shocked. It's too much work and we have better things to do." But now that Arnold is an Autodesk product there is absolutely no excuse for this. Maybe back in the days before the Solid Angle acquisition it might have made sense to say, "Meh, we don't care about Maya textures. Why can't Arnold fully support all Maya textures? Arnold fully supports all 3ds Max textures Multiple third party renderers fully support Maya texturesĢ. Mental ray supported all of the Maya textures 100%.ġ. I didn't test all of them, but Volume Noise (3D) and Simplex Noise seem to work OK, and those are the most important. I installed V-Ray and it seems to support the Maya procedural textures just fine. I can't stress this enough, it's a total disaster. I never expected that after all of these years this still does not work. I am so desperate right now, this completely blindsided me. I'm sure your competition supports all of the Maya textures just fine. If you don't fully support Maya's shading nodes, then that's just a slap in the face to your users. So if you can do it for 3ds Max native textures, you can do it for Maya, can't you?Īrnold is supposed to be THE renderer for Maya now. There is no difference between the Arnold render output and any other renderer, including the viewport. MAXtoA has full support for all of the native 3ds Max 3D textures. I don't care if it takes an extra second to render, I need it to match Maya. Is this a performance thing? Then that's getting the priorities all wrong. I saw the docs page that says "We don't provide 1:1 matching with Maya shaders for procedural textures using noise functions, since Maya's noise functions use specific random tables." I don't know exactly what that means or why you chose not to support Maya's textures. How can I make the Maya 3D textures render properly in Arnold? Is there some magic workaround? Baking? Something? I can try to use the Arnold native maps, or maybe OSL maps, but I am going to take a wild guess and say it doesn't work in the viewport or in the Maya Texture Deformer. the Arnold output doesn't match the Maya Texture Deformer. The fact that I get a different result in Arnold is a complete showstopper it means that I cannot use Arnold for these types of projects. I'm using them as heightmaps for terrains as well as shading. This is an utter disaster for me, because my entire process depends on accurate placement of 3D textures.
I just updated to the latest versions of Maya and Arnold, and it did not fix the problem. I didn't test all of them, but the only one I found that works properly so far is Crater. I am absolutely horrified to see that Arnold doesn't correctly render 3D textures such as volumeNoise. I just learned that my entire procedural modeling and shading workflow is broken because Arnold does not render Maya's 3D procedural textures properly.