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.
Materials translucent with V5.1

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