Juraj Posted May 14, 2015 Share Posted May 14, 2015 Hello, I've come into strange problem. When I assign a texture to simple mesh (bird's body) I see deformation in texture when rendered in Arnold. However if I do the same thing in Maya with Arnold, the result is as expected. OpenGL shading in Houdini using UVquickShade works normally too. Any ideas what is causing this weird deformations? I am really stuck here and don't know what is causing it. Houdini OpenGL preview: Maya with Arnold: Houdini with Arnold Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 14, 2015 Author Share Posted May 14, 2015 I can see similar deformations in viewport in Houdini if I subdivide geometry (sop level). However subdividing (rendertime) was disabled when rendering in Arnold. Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted May 15, 2015 Share Posted May 15, 2015 (edited) I've seen this issue before when doing camera projections on insufficiently dense geometry. My first guess would have been rendertime SDS (there's a setting for how UVs should be handled), but as you are saying that you had it disabled I think it might be due to triangulation. Arnold is intersecting with triangles and there might be a problem with attribute interpolation on the interior of the triangles while shading (this is just a wild guess as I don't have a ton of experience with Arnold). Maybe you could try to pre-triangulate your geometry with a divide SOP and see if it helps. Edited May 15, 2015 by dennis.albus Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 15, 2015 Author Share Posted May 15, 2015 Hi, thank you very much. It solved problem. Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted May 15, 2015 Share Posted May 15, 2015 Glad I could help. Just to be sure and so other people can reference it in the future ... pre-triangulating the geometry has solved the problem for you??? Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 15, 2015 Author Share Posted May 15, 2015 Hi, yes it solved this weird stretching of UVs. I just added the Divide SOP and it fixed it. Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted May 15, 2015 Share Posted May 15, 2015 Be warned however that this will yield unexpected results when you decide to go with rendertime SDS later. You should choose one OR the other, but not both together Quote Link to comment Share on other sites More sharing options...
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