This is a precision problem. The numbers representing the vertex positions are too small to be represented exactly. Maya uses 64-bit floating point numbers for positions, which still offer good precision at that small scale, but Maxwell uses 32-bit precision because it is the most efficient format both speed-wise and memory-wise. This is why the object looks fine in the Maya viewport, but it's broken when rendered. It's not something we can fix without slowing down the engine.

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