What I’m trying to do: Paint on the maps of a muscle geometry using the AdonisFX Paint Tool.
What’s happening instead: On one single mesh out of 113 muscle geometries in the scene, the Paint Tool does not render paintable map values, so I cannot see where I am painting. With Smooth Mesh Preview OFF the mesh renders fully black. With Smooth Mesh Preview ON it renders flat green, as if no material were assigned. Outside the paint context the mesh displays its assigned material correctly in both modes, so the problem occurs only while the AdonisFX Paint Tool is active. All other 112 muscles in the same scene paint correctly.
Product: Adonis FX
Version and build number: 2.1.0.beta2
Operating system: Linux Linux Mint 22.3 (Ubuntu 24.04)
GPU: NVIDIA GeForce RTX 4070 Laptop, 8188 MB
Driver: NVIDIA 595.84, OpenGL 4.6
Viewport 2.0 rendering engine: OpenGLCoreProfileCompat
Software and version: Maya 2024.2.4
Steps to reproduce:
- Open the scene containing the horse muscle rig.
- Select the geometry “muscles_belly” (542 verts, 540 faces, 7 target slots, 2 attachment constraints, manifold).
- Open the AdonisFX Paint Tool and select any paintable attribute.
- The mesh renders black (Smooth Mesh Preview off) or flat green (Smooth Mesh Preview on).
- Repeat the same steps on “muscles_back” or “muscles_neck” these render correctly.
Any error messages or diagnostic files: No errors or warnings appear in the Script Editor when opening the Paint Tool on this mesh, with Show Stack Trace enabled.
Diagnostics already performed, ruling out the following causes:
- Paintable map data is valid: weights, fibersMultiplier, envelopeWeights, mass and mushWeights all read min=1.000 max=1.000 across all 542 vertices. A black display is inconsistent with these values.
- Geometry is clean: polyInfo reports no non-manifold vertices or edges.
- Mesh density is not the factor: muscles_neck has 1155 verts (more than twice) and renders correctly.
- Target array indices are contiguous [0..6] with no sparse gaps; all target maps return the full 542 values when read with explicit index slicing.
- Naming convention is consistent and symmetric across the rig (verified with an audit script: 55/55 L/R pairs resolve correctly).
- displayWeights and triggerDisplayWeights both read False; toggling them plus cmds.refresh(force=True) does not change the behaviour.
Possibly relevant:
- Two attachment constraints on this mesh connect to AdnDebugLocator nodes (adnDebugShape1 / adnDebugShape2) at the world origin. This is one of the few structural differences from meshes that render correctly.
- The same NVIDIA 595.84 driver has caused shader compilation issues with other applications on this system, so a shader fallback in Viewport 2.0 may be worth considering.
Questions:
- Is this a known issue in 2.1.0.beta2, or a regression from 2.0.x?
- Is there a way to force the Paint Tool to rebuild its display material for a given geometry?
- Are there any logging or diagnostic flags I can enable to capture more information from the tool?
- Is the Paint Tool display material sensitive to the Viewport 2.0 OpenGL profile on Linux?
I can provide an isolated version of the scene because its a project im working on. Thank you to very much!
Alessio
Horse_rig_AdonisFx_v9_to_fix.ma.zip (9.1 MB)

