When I use viewport subdiv (mode 3) on something like a strip of paper, and I turn on "use viewport subdiv" in the globals, it looks fine in the viewport, but then I render it it rounds out the edges. Is there a way to have it render correctly and show up like it does in the viewport?
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Not rendering viewport subdivision correctly?
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Originally posted by X14Halo View PostWhen I use viewport subdiv (mode 3) on something like a strip of paper, and I turn on "use viewport subdiv" in the globals, it looks fine in the viewport, but then I render it it rounds out the edges. Is there a way to have it render correctly and show up like it does in the viewport?
Best regards,
VladoI only act like I know everything, Rogers.
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Originally posted by vlado View PostFor the moment, you will have to smooth the mesh manually. Right now V-Ray always subdivides edge boundaries.
If possible, I think this will be a nice feature, as you can then model something inside of Maya, relying on what you see there, for a long time without test rendering. I just realized this was an issue after having created a rather large landscape made up of different mesh shapes which align perfectly in the viewport but seams are visible in the render.Best Regards,
Fredrik
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In newer nightly builds if you reapply the V-Ray subdivision attributes to a mesh, you will get a new option, "Classic Catmull Clark". If you enable it, you will get the same subdivision algorithm as in Maya (minus the creases and weights). This works properly only on meshes composed of quads exclusively.
Note that there is a difference only for relatively low-poly meshes. For higher density meshes, the results between the two subdivisions are practically the same.
V-Ray will still always subdivide the mesh borders though; we need to add an option to preserve them.
Best regards,
VladoLast edited by vlado; 20-02-2013, 10:55 AM.I only act like I know everything, Rogers.
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