Hello,
I am modeling some light fixtures, but my glass isn’t rendering nicely. I am getting black lines… is it the glass, or the HDRI? The geometry is clean and subdivided nicely.
To me looks it looks like gemetry ovelapping try to use secondary ray bias Bobby.
Looks like coplanar faces? Might be worth putting an stl check on it to see if anything shows up? either that or turn up the vray ray bias in the global settings to remove the issue - if going to a value more than 1 fixes the issue it’s likely double faces. Is it welded properly? Where did the mesh come from?
I guess it was co-planar geometry. I modeled it, and simply used a sphere, deleted the inside, and gave it a shell modifier. I deleted it, and just added a sphere, and all is good. I needed the sphere to create the frame.
Now… another question… how do you model a round surface with holed in it? In the middle of these teo spheres is a mesh type metal, wrapped around. Typically I would offset a circle, extrude it, and array a shape to subtract from the extruded circle. Is this the correct direction?
Can you post a pic explaining the shape?
I ended up removing my complex geometry and replaced it with a simple sphere. All is good now, thanks.