When using objects as Patterns they seem to get sampled at a certain rate that
is not depending on the actual base geometry and pattern itself. So a highly
subdivided object shows triangular artifacts when rendered. Also the shading
on the sides of the object (non-frontal) don't get smoothed properly.
I would very much like to have more control over the internal sampling, please
take a look at the image and scene included.
Better Subdivision and Smoother Shading
Better Subdivision and Smoother Shading
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Re: Better Subdivision and Smoother Shading
You can try to use regular sphere primitive, not geosphere.
Re: Better Subdivision and Smoother Shading
Right, quad objects are a bit more precise, but shading is broken as well.
Overall an option for the internal sampling would be very much appreciated.
Overall an option for the internal sampling would be very much appreciated.