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View Full Version : error when using SSS Fast Skin


fluxist8070
08-19-2008, 04:28 AM
Hi,

I get this error when I try to render sss_fast skin on my mesh:

GAPD 0.4 error 091038: orientation of triangles inconsistent

If I increase the SubD level its ok and if I use the Lowest level base mesh it is ok.

I can render the mesh just fine with a phong.

here is the really weird thing....
I reapplied a sss shader this morning and it worked great all day and then I went to apply a new normal map and it flagged this error again?

I am thinking it is a hardware issue.. I am using a geForce 8800 instead of a quadro card.
I updated my graphics driver today too, but to no avail.

Any help would be fantastic.

Rens
08-19-2008, 10:30 PM
Shouldn't be related to you graphics card at all when rendering. My guess is that some triangles are flipped the other way than mental ray expected they would be.
Did you import the mesh? Maybe some funny thing happened during the convert which might be cleared up with the subdivided mesh because the surface will be recalculated then.

You could try duplicating the mesh and see if it happens with that one. Or if it's imported try a different way to import.

ThE_JacO
08-20-2008, 12:24 AM
it's possible that applying the normal map changes the normals enough for the sss shader not to be able to deal with it efficiently anymore, but subdividing adds enough discrete detail that the sampling starts working again.
if you disable the normal mapping does it start working again?

fluxist8070
08-20-2008, 01:57 AM
I tried applying the sss fast skin without any maps applies and I still received the error.

It is a mesh that I exported from zbrush. It's a very wierd issue.

ThE_JacO
08-20-2008, 02:44 AM
Zbrush in theory should export fairly clean stuff, on account of being so intolerant to crap itself.
Can you see any double edges in it maybe? It would make it a non manifold mesh, which in theory ZB can't deal with, but zb3 has some really wonky stuff happening sometimes during export.
It might be worth running a filter points or a poly reduction on it (with very high count to have it doing very little to the mesh) to see if those fix it.

fluxist8070
08-20-2008, 03:20 PM
Hey ThE_JacO!

I filtered everything and were were right. I am now able to render with no issues. I have also pulled renders with normal and diffuse maps.

thanks for the help!

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08-20-2008, 03:20 PM
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