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Heaven
06-20-2008, 01:12 AM
Ok so, i saw another topic about this, but there was no way to fix this in that topic so i started a new one, i saw a camera image rendered with V-Ray and its a clean/good render.

But i'm getting this.
Settings are draft, for a fast render, artifacts are not from the renderer. (V-Ray & Max 9)

http://img504.imageshack.us/img504/723/camera1td6.jpg
http://img504.imageshack.us/img504/9282/camera2vg1.jpg

PiXeL_MoNKeY
06-20-2008, 06:57 AM
I am guessing that the black splotches are caused by the model having the 2-sided Mesh option enabled in the Operator Parameters section of Pwr Objects. This is a feature that really should be set to disabled by default for all Pwr Objects as it creates coplanar geometry (geometry is doubled with the normals pointing in different directions) which can cause serious render artifacts in most raytrace/global illumination renderers.

-Eric

Heaven
06-20-2008, 03:07 PM
em, okay, thanks for the info, but how do i disable that option, cos thats why i made another topic, in the other one there wasn't any solution given...

EDIT: Nevermind, found that switch, got another question though, nurbs don't handle bump maps pretty good do they?

PiXeL_MoNKeY
06-20-2008, 04:59 PM
The type of geometry doesn't define the quality of bump maps, it is the uv mapping and render engine that do.

-Eric

Heaven
06-21-2008, 02:45 PM
Yeah, but i can't UVW map the NURBS Model either....and if i change it to Mesh it looses the quality...like that camera image, how did they texture the back screen, a tutorial on how to texture and render a NURBS model would be great...

Olaf Finkbeiner
06-21-2008, 09:33 PM
The Quality of the Mesh conversion is dependent on the viewport display settings. You can turn on the mesh view there and change the settings as required (you should also change the viewport to display edged faces), so you get a nice mesh. Use something like 6 smoothing passes. Put max edge length to 2% or so and you will get a nice high poly mesh. I think the quad option still does not work and crashes max so do not use it. But turn on weld and smooth to avoid open edges.

nPower_Dave
06-23-2008, 08:37 AM
I am guessing that the black splotches are caused by the model having the 2-sided Mesh option enabled in the Operator Parameters section of Pwr Objects. This is a feature that really should be set to disabled by default for all Pwr Objects as it creates coplanar geometry (geometry is doubled with the normals pointing in different directions) which can cause serious render artifacts in most raytrace/global illumination renderers.

-Eric

Yes, it does look like the 2-sided mesh option is turned on. Never render our NURBS objects with 2-sided mesh turned on.

Pleiades
06-27-2008, 07:29 AM
Agreed, I learned that the hard way, my renders were being epic phail until my friend told me to turn it off.