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When rendering all edges on all parts of the model show very finely...almost as though I have a overide material on everything with vrayedgestex in diffuse. It is very odd. Any idea what could be causing this?
Hi, thanks for posting. Are you using V-Ray CPU or V-Ray GPU?
Have you checked the render elements? Do you see these lines in all render elements or just in VRayLighting for example?
Could you send us the scene here or trough the support contact form?
I had a similar issue and discovered it was turbosmooth with 'smooth result' accidentally turned off on one object...maybe not the same issue but worth mentioning in case it's that simple
I had a similar issue and discovered it was turbosmooth with 'smooth result' accidentally turned off on one object...maybe not the same issue but worth mentioning in case it's that simple
I did try replacing the turbosmooth modifier previously but this made no difference. I even created a brand new sphere and it still shows the edges. It's very odd!
Hey. Here is a much reduced version. All the same setup...I've just left one piece of geometry in the scene...simple material. Straight away you can see when you render....
ok. I tried something...distance from origin. If I attach the cam to the geo and move the geo to 0,0,0 the problem goes away. If the geo is -1500m, -1500m 0m from the origin the problem comes back. So, it's distance from origin causing the issue. I have a large scene with a vehicle driving along a road. Everything is set to scale. How would I overcome this issue?
that sounds like a precision error. This happens in Maya as well, things start to render oddly and even animation will jitter and move incorrectly if you are a large distance away from the origin. the numbers just get too large and Maya runs into precision errors.
Annoying thing that is. Although your scene unit are mms, so merging everything into a new scene with cms or metres will make it go away in this cut down scene, so that
could work for you.
EDIT: Although it appears to work just fine with cms, using metres makes the viewport break in a way I don't understand. It will render ok but in the viewport you cannot see the mesh unless you zoom out, which is just peculiar.
EDIT 2: It's all good...just needs viewport clipping adjusted for metres
Thanks. I'll give that a go. It was fine for a scene where the car was static at origin but I should have checked my scene scale units...damnit. Oh well, live and learn
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