Im getting a weird problem when running polyUnite on meshes. Sometimes some of the faces get their shader connections dropped. I have a repro case which tells me its something to do with the mesh objects (i think), but obviously it doesn’t happen on all meshes.
Ive tried deleting the history, but it still happens. Also, if i do a polyUnite, see it fail, undo, then run it again, it works fine.
not really. My test case is pretty basic. All quads and only a handful of faces. I deleted history on everything before hand, but it didnt seem to help.
not really. My test case is pretty basic. All quads and only a handful of faces. I deleted history on everything before hand, but it didnt seem to help.
we had the very same issue during production on our last project, I had an isolated scene and a repro case I submitted to autodesk, and let’s say they were quite useless about it. We could even reproduce it with a basic primitive using lambert1 and having a bevel operation on some edges: some resulting polygon would lose their connection to the shading group.
Unfortunately, we didn’t get any working solution, but it was back in the Maya 2009 era however, which makes me really sad if that’s still an unresolved issue with the latest versions (we’ve moved to the ever greener max pasture since then sigh).
which version of maya? I have encountered a number of strange material issues in 2013.5. I’ve reported them to autodesk and they have been able to repro it. The issues we ran into were fixed in 2014.
2012, 2013, 2013.5, 2014 i believe. I wouldn’t be surprised if this was just another one of maya’s gotchas that’s been there since god knows when. I’ll try to submit another bug to autodesk and cross my fingers. But right now my hack is to polyUnite, undo, polyUnite