MaterialX nodes

Would it be possible to support Arnold matX nodes?
Like the aiRange node?

We tend to stick to the Standard nodes, not engine-specific ones. Is there a reason not to use Standard Surface and ND_range_color3?

no special reason. just a habit :d

What about the ND_geompropvalue node? I cant get the second uv channel working.

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Just tested this, in ND_geompropvalue, the first channel is named “st”, second “st1”, third “st2”, etc.

Thats only the case in USD land. If you are in Maya you can name it how you want.

Yes, of course. But when you duplicate an object with, f.e, two channels with arbitrary names from Maya to USD, you need to use the USD land ones.

Tried to rename it to st2 also in the UV editor. Does not work in Vray.
Arnold does work with map2 and st2.

I get this warning. Maybe thats the main cause.
// Warning: line 1: V-Ray : MaterialX: Unsupported node type “ND_adsk_converter_float”
// Warning: line 1: V-Ray : MaterialX: Unsupported node type "ND_separate4_multioutput"​

i dont use USD at all.

I tested it with V-Ray and it worked. But, yes, those two nodes are probably the reason.

I upload the scene somewhere. Maybe you have time to take a look.

PM sent. This is how it looks in Arnold.

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Thank you. I’ve managed to troubleshoot it. Here’s what I found out:

It seems some Standard (and probably all Autodesk) nodes like Invert, Ramp, Procedural Checker, etc., internally work with the “ND_adsk_converter” when plugging them into a slot other than their default (f.e, plugging them into a float slot (Mix Amount). The node also gets triggered if there’s any mismatch, f.e, trying to plug an ND_tiledimage_color3 to a float slot. If you try to cheat it by taking only one of the RGBA channels and using it as a float, you get the second error ("ND_separate4_multioutput"​ not supported).

In your case, two connections are causing problems:

1. In mat_body:
tiledimage3 (color3) → Invert (color3) → Mix Amount. Trying to plug the color3 invert to a float slot triggers the converter. You can workaround this by inverting the texture elsewhere and bringing it back as ND_tiledimage_float to be used directly in the Mix Amount.

2. In mat_paint_uvSet_map2:
adsk_ramp1 → Mix Amount. Plugging the color3 ramp to the float Mix amount triggers the converter. You can work around this by baking a Ramp and using it directly as ND_tiledimage_float.

If you make these changes, you’ll get similar to Arnold results. Otherwise, it seems necessary to implement support for the converter. I’ll log an improvement request about it.

EDIT: Logged improvement request (internal tracker ID: VMAYA-13479).

Thanks, i give it a try tomorrow!

That does work great now. I get a similar look.

But for some reason i cant get the displacement to work.
If i set the disp amount to 500 i should get a giant wheel.

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Displacement is not yet supported in the MaterialX stack (internal tracker id: VMAYA-12854). You need to use the regular one (via the VRayDisplacement node in the menu or V-Ray>Displacement) and set a texture for it.

Thanks!

in this case i have to wait. Cause this asset should work out of the box with the Stack for Vray and Arnold.
Id like to do a tutorial showcasing this.I hope we get also support for the “ND_adsk_converter” at that time.

Any news here?
To get a better LookDevX (Stack) support we would need more Vray compatible nodes.
Please make it happen.

No movement yet, but we’ll get there.

Any news here?

Hi

I’m not sure which aspect you’re referring to but I’ll try to cover them all.
For the Arnold nodes we have no plans for support;
For the ND_adsk_converter it’s more a matter of correct workflow. When plugging into a float slot you need to a have a float output. We can have a look at it but from what I can see it’s not the correct workflow and ideally you’d want to amend that.;
I’ll rise the priority of the displacement node implementation and see if we can have it in the release after next one.