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Vray Mesh edge issue when rendered

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  • Vray Mesh edge issue when rendered

    Guys, I am working on a project with very little time to work with. The issue that I am having is the edge being rounded when rendered. I even turn off vray displacement but the edge still rendered rounded. If anyone know how to resolve this issue can you please help? Also, the texture looks teared. Not sure what could be causing this issue.
    Thank you,
    Garth

  • #2
    its because the geometry is being subdivided at render time it seems. If you apply displacement modifier and turn off displacement, if its set to subdivision it will still smooth the model. The texture tearing is because during subdivision it also smoothes the uvs, you can turn that off in the settings for displacement mod.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Thank you Morbid. I'm gonna try. thanks!
      Thank you,
      Garth

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      • #4
        I end up disable vray displacement mod and used a normal map instead. the image now looks abit flat. no other way I guess.
        Thank you,
        Garth

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        • #5
          Why so high a poly count for a simple pillar, just make it a box, no need to subdivide, especially if using vray displacement.. just remember to turn on tight bounds and keep continuity, to prevent the corners breaking. Oh and if you must have such subdivision, collapse to edit poly once you get the level you want, to prevent smoothing during render, but frankly all those extra polys are, at least to me, just not necessary for much simple geometry, especially as I say, you are using displacement.

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          • #6
            OK so it's not the most amazing test scene, but I just threw it together, with some very basic seamless stone texture, applied UVW box mapping to a simple box. with slightly over chamfered the corners, just to show no texture stretching, as in your example. No need for the subdivision and all the extra polys that results in... Anyway here is the result

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            • #7
              Oh! thanks! Andy. thank you for the tip. I am working on it.
              Thank you,
              Garth

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