Hi there.
Sorry for a noob question but I can't figure it out on my own. Here's it:
when I put a default grid and a cube, envlight and area light then render them, I get that cube rendered with artifacts. I fix it with Facet then it looks ok, but when I change the material to one that has displacement - due to faceting, all sides are separated… If I remove Facet - it's all good but for shading… I tried to use creases, but I got the same results…
Can someone explain, what's the secret of good looking shading (like faceting gives) and still good looking shading when displacement takes place?
Shading and displacement
5352 5 1- McFly
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- tamte
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- Allegro
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- stevenong
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Hi,
Since H9, Mantra supports vertex normals so you can check out this thread [forums.odforce.net] where I attribute promote point normals to vertex normals and the shading is what you expect.
Cheers!
steven
Since H9, Mantra supports vertex normals so you can check out this thread [forums.odforce.net] where I attribute promote point normals to vertex normals and the shading is what you expect.
Cheers!
steven
- McFly
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stevenong
Hi,
Since H9, Mantra supports vertex normals so you can check out this thread [forums.odforce.net] where I attribute promote point normals to vertex normals and the shading is what you expect.
Cheers!
steven
Thanks, Steven. That works good. But what is it for, I mean, doing some tricks to default geometry, I thought - the default stuff should render ok and the stuff you model could have issues… like in other apps?
- jason_iversen
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This vertex normal problem is something SESI is aiming to fix in the future, absolutely. It's been a bit of a thorn in the side for quite some time but it's days are numbered.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
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