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Bad bevelling with vrayedgestex

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  • Bad bevelling with vrayedgestex

    I'm getting some artifacts in the beveling using vrayedgestex as bump map.
    I have it in world unit: 0,5 and 30% of bump strength.
    My vray material is set to phong shader.

    So, what I'm doing wrong?

    Click image for larger version

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    www.gaell.com

  • #2
    are the faces of your type 100 percent planar, check that with show triangles in configure display driver

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    • #3
      It happens with every kinf of objects. It seems to be something wrong with the normals of the bump. It only shows up when I enable reflection in the material.

      Any though Vlado?
      www.gaell.com

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      • #4
        this method doesn't work well with curved objects, especially ones with lots of points (ie, inefficiently built fonts). It works best with smaller values also.

        You'll get similar results using mental ray as well. Faking fillets is a bit tricky. Make sure all of your geometry is water tight also. Any unjoined vertecies will cause problems.
        Do you get different results if you convert to poly, select all vertecies, then merge with a small tolerance? That has solved many of my problems in the past. Just an idea.

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        • #5
          Originally posted by gagui View Post
          It happens with every kinf of objects.
          Works fine for me in a simple test; you can try Andrew's suggestions too.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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