My occlusion renders always look like the vertexnormals are ignored,as you can see here…
Is there a trick that i don’t know,or is this a bug?
cheers
Oli
happens to me also sometimes, not sure why…
It may be normal; interpolated normals don’t always hide the underlying geometry. For now, you can try a different distribution value, but it may be a good idea to add a threshold to ignore rays close to the surface.
Best regards,
Vlado
OMG! I never noticed that distribution attribute…it does what i am after…puh! made my day…for now!
It maybe a good idea to set the distribution default to 1.0 since i suppose nobody wants to see edges in the occlusion.
Ah, well, it is 1.0 by default in the 3ds Max version
Will make a note to make it so for the Maya one as well.
Best regards,
Vlado
I also sometimes see artifacts like the one described above in my reflection render elements…could this be a similar issue? It only happens with blurred reflections…is there maybe an attribute that i need to adjust in the VrayMtl?
cheers
Oliver
In newer builds there is an option “Fix dark glossy edges” in VRayMtl; it may help (but then again, it may not; depends on what causes the issue).
Best regards,
Vlado
Is there a double sided option when rendering ao for single sided geo? For example I have pages in a book they ao looks fine but once they turn a page and you see the other side with the normals facing the other direction it becomes black.
Not for the moment, but it is somewhere on the “to do” list.
Best regards,
Vlado
That’s simple…just take a condition node…a sampler info and 2 VrayDirt nodes…
sampleinfo.flippedNormal into condition if true plug in the Vray Dirt node with “invert normal” ON and inside the wring condition plug the standard VrayDirt Node.