Having trouble with a sandy object/material. It keeps rendering really faceted in raised areas. I’ve something similar on here before where if the object was a low poly you would get strange shading results so i tried smashing up a turbosmooth to 4 on the object but it didnt help. I also tried tesselating it and then turbo smoothing it and that also did not help.
I’ve attached some images of whats happening. If i turn the sun off its not as bad…but its visible on the shadow edges for sure. The sun is at intensity 1 and the size is 4, i thought size might help soften it.
any idea what i could do to fix this without drastically changing the lighting.
edit - ive also tried using the smoothing groups but the sun seems to just cause this faceting.
Hi. I’m pretty sure that this will change if you lower the bump value. I think it’s an example of the terminator problem, that hopefully will be fixed in 1.5.
Untill then the only solution is to lower the bump value
The issue is, if he lowers the bump, it will become literally unnoticeable.
Bump/normal mapping is not possible to currently use when any sort of more direct light is in scene. Even the weakest bump will cause terminator : /
In diffuse light, the Corona bump is fantastic, prominent, so bump mapping is great… as long as it works. With Sun, in organic shape, it does not.
You can do what I do, keep brutal turbo-smooth on (viewport-, rendertime 3+ ). Massive amount of polies, but does the job… mostly. Sometimes it just creates smaller terminator.
i pushed the polys a bit further, about 20 million on that plane instead of 4 million. (so many!) the artifacts are a lot smaller now but they are there. I couldnt reduce the bump without losing the grainy feel.
I definitely notice how bump doesnt work as well in stronger direct lights but diffused areas show it up much better.
Yes I know that lowering bump isn’t great, but I also know that further tessellating isn’t removing the problem, so it’s really a pick of the lesser evil.