Is this linked to any one component of the car paint material? Does it go away if you increase the secondary rays bias a bit in the V-Ray global switches rollout?
I rendered the image with a secondary rays bias of 0,001 (I use this setting for 99,9% of my renderings)…
I also tested it with 0,005 and 0,05 but it still occurs…
“Is this linked to any one component of the car paint material?” → what do you exactly mean by this?
So maybe a screenshot of the carpaintMtl will help? Even though I didn’t change a lot from default settings - as I remember only the flakes and reflection/glossiness…
As you can see the helmet is a MultiSubMtl.
The car has a blendMtl, that uses a gradient ramp to blend from a silver VrayMtl (front of the car) to the mentioned black CarPaintMtl (back of the car).
Ok I found these edges on other materials, too.
But as I see they only occur in the environmental background image…
There is a VRayHDRI in the Reflection/Refraction override which contains a HighRes HDRI.
I tested the following without any effect:
15k HDRI
1.5k HDRI
1.5k Jpeg
Cache Size: 1000 MB
Cache Size: 3000 MB
It is not the HDRI, but it seems to be an hierarchy-issue…
The carbody is linked to a dummy, which follows a path. As soon as I unlink these objects, the surface looks great.
But I will send you the max-file of that part, vlado.
Thanks in advance!