blurry reflections artifacts

Hi,

Take a look at these images. Note the black hexagon and square in the cylindrical object. They correspond with how the mesh is constructed. It’s a mesh exported from rhino. I don’t have problems without the blurry reflections. It also occures when using interpolation, it’s only covered a bit because the interpolation blurrs it more.

Any ideas what could be the problem and how to solve it?

many thanks,

flipside

I’ve never seen anything like that but a few things I would check are: double faces, smoothing problem or flipped normals.

How do I check that? My max knowledge is pretty limited…

It’s not fipped normals because you would see that with any material, and I also tried double sided in the vraymtl options.

flipside

when I use ‘optimize’ modifier so that the mesh is being built differently, the problem is gone. But I find this not a good solution. The problem is only visible with blurry reflections.

flipside

That’s not neccesarily true :slight_smile: flipped normals can act up in different ways.

All of those can be checked in the modify panel, in face, polygon or element node:

Show normals is the 4th check box this will add an icon to the faces to show their direction.

Under “surface properties” rollout you will find “smoothing groups” here you can check the groups by their ID, for your object you could try “clear all” then “auto Smooth” with a threshold of around 35

lastly select the faces in the offending area and check the count at the bottom of the :selection" rollout if there are too many I would suspect double faces.

There is also a modifier called STL Check. Use this for testing Open Edges, Double Faces, Multiple Edges

--Jon

Here’s a testscene:
top row with some weld setting from rhino
middle row no weld setting in rhino
bottom row weld settings I usually use in rhino

very mild bump applied, noise:

And one with cylinder smoothing groups cleared (bump turned off):

And then autosmooth;35 on all three cylinders!:

I checked all things you suggested, nothing is wrong, stl check gives no errors.

Any other ideas? Vlado maybe?

thanks,

flipside

Try selecting a different Anisotropy axis, even if you have the amount set to 0. There was a bug in 1.09.03a that caused glossy reflections to disappear when the Z axis was active.

Maybe you need to download the new demo build.

Ok egz that worked!

But still I would have a problem if I would want to use anisotropic reflections no? I don’t know how to use them so I can’t test this right now.

I think I have the latest build :?

Thanks for the help!

Regards,

flipside

It seemed I had the a build (altough I downloaded it just 2 weeks ago). With the new buid the problem is gone.
BUT it returns when I use anisotropic effect.

If I change an axis here the problem is gone on the rond object but it’s just on another surface of the cube. Also I don’t want to change axis because it changes the anisotropy of course.

regards,

flipside

Not sure if you allready tried this, but earlier when exporting meshes from rhino to max, I often noticed vertices that were broken. So i usually just collapsed or welded them together.

Also…( not sure if you allready know this ) exporting to .obj is much better than to .3ds, at least in my experience. You usually get cleaner meshes, and less duplicate faces \ broken vertex-connections.

How do you collapse or weld in max?

And also, i can’t import obj files in max, I have max 4.26.

thanks for any tips,

flipside

Could you post the scene?

I think this is a limitation, for a single cube we cant get reflections at all the faces when using anisotropic, since the first 03 build.

Gonçalo

Here’s a 3ds, I already delete my max scene. Just apply a blurry reflection material to it.

http://users.pandora.be/stor1/vray/Blurry.zip

flipside

I would also second the suggestion on importing OBJ files instead of 3DS files, it’s how I bring all my Lightwave models into MAX.

There are a couple free scripts that add OBJ import/export into MAX (sorry can’t remember where I got mine), they work with MAX 4.26 fine as that’s also what I’m using.

The anisotropy is very sensitive to totally flat areas perpendicular to it’s axis. Often you can fix it by chamfering an edge, welding or collapsing points.

What you want to be on the lookout for is more than two polygons next to each other on the same plane (which creates a perfectly flat area after phong smoothing)

I changed the geometry in your 3dsfile to get this result:

Here’s the file:
Max 5.1/VRay 1.09.03d file ~152 KB

Could you export as 3ds? I don’t have max 5…

Or try to explain what you did :slight_smile:

regards,

flipside