Trouble with scattering geometry [SOLVED]

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akvahouse
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Good afternoon, I have problem with scattering geometry in Maya, because geometry transforms to low poly. And it does not happen immediately, first render is going well, but after a certain number of times, the geometry is converted into low poly. Can someone tell what's wrong?
Thank you for attention!
Screenshots:
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_______________________________________________
Operating System - win 10
Graphics Card model - gtx 770
RAM Capacity 32 gb
Nvidia driver version 372.70
OctaneRender Standalone version - 2.25
OctaneRender plugin version 2.25 - 7.30
Host application version - Maya 2016.5
Win 11 x64 | Amd threadripper 1950x | 128gb | Rtx 3090ti
calus
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

akvahouse wrote:Good afternoon, I have problem with scattering geometry in Maya, because geometry transforms to low poly. And it does not happen immediately, first render is going well, but after a certain number of times, the geometry is converted into low poly. Can someone tell what's wrong?
Hard to guess what's happening here.
But did you consider rendering from Octane standalone ?
As this is camera animation only, the export process should be pretty straigthforward.
Pascal ANDRE
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akvahouse
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calus wrote:
akvahouse wrote:Good afternoon, I have problem with scattering geometry in Maya, because geometry transforms to low poly. And it does not happen immediately, first render is going well, but after a certain number of times, the geometry is converted into low poly. Can someone tell what's wrong?
Hard to guess what's happening here.
But did you consider rendering from Octane standalone ?
As this is camera animation only, the export process should be pretty straigthforward.
No, I don`t export scene in standalone))
This bug is related to textures, octane cuts them. In library scene all works, but with one object.
Image
Image
Win 11 x64 | Amd threadripper 1950x | 128gb | Rtx 3090ti
calus
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

akvahouse wrote: This bug is related to textures, octane cuts them. In library scene all works, but with one object.
right it seems textures are not found for some reason as soon as your object is duplicated.
That's strange because standart instancing in the Maya plugin usually works fine.
What method did you use to scatter the geometry in the Maya scene ?

Maybe I should have look at the sunflower test scene if you can share it privately ?
Last edited by calus on Sun Oct 30, 2016 11:48 am, edited 1 time in total.
Pascal ANDRE
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akvahouse
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calus wrote:
akvahouse wrote: This bug is related to textures, octane cuts them. In library scene all works, but with one object.
So you mean that as soon as the object is instanced, alpha textures are wrong ?
That's strange because instancing in the Maya plugin usually works fine.
Do you have different materials per instance ?

What method did you use to scatter the geometry in the Maya scene ?

I see your shaders have "pasted" in there name, did you duplicate by copy pasting at some point ?

Maybe I should have look at the sunflower test scene if you can share it privately ?
I used sppaint3d script to scatter geo, and i copy geo with shaders from scene that I created before for shading:
Yes, i can share this scene))
Image
Win 11 x64 | Amd threadripper 1950x | 128gb | Rtx 3090ti
calus
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akvahouse wrote:
calus wrote: Yes, i can share this scene))
ok so let's do this,
a minimal scene with textures showing the problem is best,
you can click on my user name to send a private message,
or share it here, as you prefer.
Pascal ANDRE
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akvahouse
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calus wrote:
akvahouse wrote:
calus wrote: Yes, i can share this scene))
ok so let's do this,
a minimal scene with textures showing the problem is best,
you can click on my user name to send a private message,
or share it here, as you prefer.
Standalone don`t help:(
Link to scene:
https://drive.google.com/file/d/0B3B199 ... sp=sharing
Image
Win 11 x64 | Amd threadripper 1950x | 128gb | Rtx 3090ti
calus
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Location: Paris

looking into the scene now but the issue is already on the original mesh,
not sure yet if it's a file path problem or lost facesetID ...
Pascal ANDRE
calus
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oh I think I found the problem isolating one object, seems to be UVset relative.
The problem occure when using an empty UVset, looking more into this.
Pascal ANDRE
calus
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

You have 4 UVsets per original object
maya_2016-10-30_14-59-33.png
maya_2016-10-30_14-59-33.png (7.96 KiB) Viewed 4657 times
I think for some reason an empty default uvSet map1 has been added, and is the active uvSet in your scene.

If only DiffuseUVset is supposed to be used, just copy the UVs from DiffuseUVset to map1, for the 2 original objects.

But if depending on the textures the uvSET supposed to be used can be DiffuseUVset or DetailUVlayer, or ExtraInfo
so you should had and a UVprojection node to the imagefile selecting the corresponding uvSet by numbers.
maya_2016-10-30_15-27-10.png
maya_2016-10-30_15-28-05.png
maya_2016-10-30_15-28-05.png (8.62 KiB) Viewed 4653 times
Last edited by calus on Sun Oct 30, 2016 2:39 pm, edited 2 times in total.
Pascal ANDRE
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