Known issues and limitations
There are always cases where things does not work quite as expected, issues or limitations caused by various reasons. We'll try to list common known issues and limitations below to make users aware of the issue and possible workarounds.
Issues in Maya 2024 & Maya 2025
Standard Surface Material
Simplygon does not support the new standard material model introduced in Maya 2024, this support will be added in a future release.
Skinning
The command: 'dagPose -restore -bindpose' which Simplygon is relying on, has changed behavior and can cause unexpected results. To avoid resetting to bindpose, use the following flag UseCurrentPoseAsBindPose to specify that the plugin should use the current pose instead of the bindpose. The flag is available both in the UI and through scripting (the flag is not saved in the pipeline and needs to be specified in the UI or through the Simplygon command).
Maya does also not seem to evaluate skinning correctly which might affect the end result.
We are continuing investigating these findings.
Multiple UVs
We have noticed behavior in the hwRendering that causes artifacts for assets with multiple UV-sets. There are also cases where parts of an asset renders white.
Issues in Maya 2020.0
Maya 2020.0 has issue with registering commands. After installation in Maya 2020.0 you will find SimplygonMaya2020.mll
and SimplygonMaya2020UI.nll.dll
in Plug-in Manager but SimplygonUI
will not be registered as a command. To solve this update to Maya 2020.2 and reinstall Simplygon.
Simplygon and Bump-maps
There are cases of where materials utilize bump maps (grayscale textures) for detail preservation. It is not uncommon that these textures get sent through Simplygon's NormalCaster as if they were normal maps. The baked normal map will in this case not be correct, neither as a normal map or bump map.
The reason for this is that Simplygon simply does not support bump maps. A NormalCaster always expects a normal map where each pixel (in use) is a valid normal, this is not the case for bump maps. When a bump map is sent to a NormalCaster each pixel will be treated as a normal, and incorrectly get transfer to a normal map (incl. correction of the reduced surface).
Bump maps can be baked using a ColorCaster, but with the limitation that the baked texture will not include compensation of reduced geometry (less accurate).