Too many artifact.. why??
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Hi my friends, i've a question for you.. i'm a noob.. and i can't understand why have theese artifacts in my render.
The texture over the wall is only one.. but how you can see isn't uniform.. and.. the reflection over the car give some problem.
i use standard vray options for external, MAXIMUM LEVEL.. so.. for hq image..
but nothing change..
thanks my friends!!
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No one could give me an answer about this??? Come'on...
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Hi Orei.
Im not sure, but to me it looks like walls of your house are divided into triangles and for some reason texture in one triangle is stretched. Maybe try manual texture correction.
About car, could be some issue with material or maybe you need higher hsph subdivisions for smoother results in vray.
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@neshxy said:
Hi Orei.
Im not sure, but to me it looks like walls of your house are divided into triangles and for some reason texture in one triangle is stretched. Maybe try manual texture correction.
About car, could be some issue with material or maybe you need higher hsph subdivisions for smoother results in vray.
Hi, i've already tried to see that.. but the face is unique. A planar face. Material got litlle bump and displacement.
What do you mean with "try manual texture correction"?
Try to increase hsph subd.
Thanks for the answer!
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Hmm.. weird,i was positive that wall was not single surface. What happens if u check View - hidden geometry ? Or can you right click on wall, go to texture- position and see if it is stretched ?
Higher values of HSph subdivisions in irradiance map give smoother results, and maybe you can, in car paint material, raise material reflection subdivisions for same reason.
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@neshxy said:
Hmm.. weird,i was positive that wall was not single surface. What happens if u check View - hidden geometry ? Or can you right click on wall, go to texture- position and see if it is stretched ?
Higher values of HSph subdivisions in irradiance map give smoother results, and maybe you can, in car paint material, raise material reflection subdivisions for same reason.
Attached here a screencapture of model with hide lines construction.
How you can se, i haven't a triangulate face.
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Try turning of displacement just to check. I know that if you have large faces with displacement (large wall for example) you have to subdivide it into small pieces otherwise weird things would happen.
In my opinion the displacement in the material is helping the scene. The view is too far away to benefit from it. All it is doing at this point is slowing down your rendering (and messing up your material). I would just leave the bump on for the materials unless you are planning some close-up shots to really show the material.
Rob
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@orei said:
Hi my friends, i've a question for you.. i'm a noob.. and i can't understand why have theese artifacts in my render.
The texture over the wall is only one.. but how you can see isn't uniform.. and.. the reflection over the car give some problem.
i use standard vray options for external, MAXIMUM LEVEL.. so.. for hq image..
but nothing change..
thanks my friends!!
try checking sub-pixel mapping in the color mapping rollout. it usually does the trick for me.
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