Summary

Title:MtoA Third Party shaders not working
Category:Other
Status:Fixed
Posted By:AlonsoBocanegra ( Alonso Eber Bocanegra Martinez )
Date Created:6 June 2016

Problem

Description:

Working with Arnold the aiHair shader is working fine, but not third party ones like alHair from Anders Langlands. It renders out magenta.

Steps to Reproduce:

We're looking into this, thank you for the report Alonso

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Hi Alonso,

I tried to reproduce your problem by using Anders Langland's alHair shader. I applied it to the Ornatrix Hair Shape node and it rendered correctly in Arnold (not magenta).

Could you please let me know what version of Maya/Arnold you are using and if you've taken any additional setup steps that could help reproduce the issue on our end.

Thank you!

Sorry about this, I figured it's a different problem than initially stated and easily avoidable, but hopefully reproducible in case it matters at all.

This was only happening because my alHair shader was connected to the initialShadingGroup as well. In fact, any Arnold shader plugged into the initialShadingGroup and to an Ornatrix Hair system is rendering magenta.

Maya 2016 SP5/MtoA 1.2.7.2.

If it's of any use the steps to reproduce are:
1. Assign Arnold as render plugin.
2. Create Sphere and Add Ornatrix Hair To Selection.
3. Create Arnold Shader.
4. Replace lambert1 on the initialShadingGroup with the arnold shader created.

5. Assign created shader to Ornatrix hair.
6. Render.
Note: The shader needs to be replaced in the initialShadingGroup before assigning to Ornatrix hair in order to reproduce.

In any case, I've noticed another thing while using alHair shader. The randomize feature that uses Hair Strand IDs (I believe) seems to be working with other hair systems but not with Ornatrix. This can drastically change the appearance of hair. Maybe I'm missing something to get it working properly.

Steps to Reproduce the comparison:
1. Create alHair shader.
2. Under Fibre properties>Randomize, set the Dye Hue and Dye Saturation to something like 10.
3. Create Sphere and Add Hair to Selection with Ornatrix Toolbar.
4. Assign the shader created to the Ornatrix Hair.
5. Create NURBs Sphere and Create Hair under nHair Menu.
6. On the hairSystemShape attributes, under the Arnold section, check Override Hair and drag the created shader to the Hair Shader slot.
7. Render.


I have attatched an image with a comparison. The 3 hair systems have the same alHair shader.


Attached Files:
Image 1

Any luck trying to reproduce the random strand issue? It would be really helpful since I'm working around it by converting the Ornatrix hair to curves and then recreating it with maya hair, but I have a large hair system and it makes my scene super slow; doesn't with Ornatrix though.

Hi Alonso,

Thank you for the feedback.

I definitely see that randomize attributes appear to have no affect, I took a quick look at the shader source and it wasn't immediately obvious what would be causing this. I will investigate further and hopefully come up with a quck solution for you.

Likewise I was able to reproduce the issue with initial shading group so I am troubleshooting it too.

Hi Alonso,

I believe I have fixed both of the issues you reported.

Once the new version of the beta is available please verify it on your end.

Thank you!

Thanks Serguei!

I downloaded the nightly build. Seems to be working fine.