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Quick Fixes for Quixel Bridge to Maya Shader Generator Script (Arnold)

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7 comments

  • Jin

    Hi Ddankhazi, I'd like to applaud you for your great effort into this one. That said, we have a team working on it and you can be sure that we have the technical minds and people behind it. We are reworking all of our offline renderers LiveLinks, so it takes a bit of time but you can expect a major LiveLink update that we will release progressively.

    Great job again for your great effort into your research.

    Best,
    Jin

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  • Bart

    Thanks all, I have another issue, which may (or not :) be related to this. I noticed that when I have a polygon cube and render it out in Arnold, it looks perfect. However, if I put a Megascan shader on it (via Bridge,) the cube becomes an oval. See picture. 

     

     

    I noticed in the log it says 

    alInputScalar.dll was compiled against non-compatible Arnold 4.2.12.2
    alJitterColor.dll was compiled against non-compatible Arnold 4.2.12.2

    Thanks 

    Bart

    PS I'm using Maya2019 at the moment, but had the same issue with 2018, using Arnold Core 5.2.2.0

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  • Jin

    Thanks for reporting that issue. We will take note and do internal tests before the update.

    Jin

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  • ddankhazi

    Hi Bart,

    The change in the shapes is caused by the subdivisons. Don't worry about that. 
    Just turn it off if you don't need subdivisions for those objects:

    • Select the object
    • Go to the shape (mesh) node and find the Arnold section Subdivision part
    • Change the Type from catclark to none

    Also if you turn off the Apply Material to Selection option in the LiveLink window this will not happen.

    Actually this is not a bug, because usually you need subdivision to get nice displacements.
    I recommend you to learn about subdiv modeling.

    https://www.dropbox.com/s/ojrd1tnijky5pb1/Screenshot%202019-08-07%2019.07.28.png?dl=0 

    The two error messages are not related to Megascans or the Bridge feature. 
    You are using an old version of the AL shader pack. Try to update that.

    Cheers, D

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  • Bart

    Thanks for that D, Ill give it a try when I get home tonight

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  • Jin

    Yes and no ddankhazi. The subdivision type can cause this. But you can totally have SubD without having the edges to turn as a circle as Bart mentioned.

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  • ddankhazi

    Yes you can (Subdivision Type: linear).
    But you have to increase the iterations to a pretty high level to avoid problems (smooth normals) at the the hard edges.
    In this particular case was better to turn off the subdivisions entirely.
    Cheers, D

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