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Jhavna
07-15-2004, 08:34 AM
This is a really simple question, just to make sure I am looking in the right place. I did this render (http://www.jhavna.net/other/render.jpg) yesterday and the larger spheres have flat edges.
My first insitinct is to increase the number of subdivisions to fix that.

Is that the right approach, or am I missing another setting somewhere?

BTW, they are poly spheres. Would using NURBS spheres make much of a difference (if I increase tesselation?)

Thanks

CIM
07-15-2004, 08:53 AM
Smooth or convert the spheres to sud-ds.

Never use NURBS over polygons when you're rendering since they're slower.

AndreasMartin
07-15-2004, 11:47 AM
you can also try "soften normals"

jdj
07-15-2004, 01:30 PM
you can also try "soften normals"
If I understand jhavna's problem right, it is the "silhouette" edges who are jagged. In that case soften normals would not help. The only remedy is then more triangles, so higher tesselation would help of course, also NURBS spheres with appropriate tesselation setting would do it - but that is more or less the same thing, it will teselate itself until it fulfills your tesseletion criterias.

Cheers
/ Daniel
:beer:

Jhavna
07-15-2004, 04:14 PM
Yep, it is the silhoutte edges that have the flatness. I will try another render with more subdivisions on the spheres, aswell as subD spheres and smooth tonite.

If you don't hear from me again it worked ;)

Thanks guys.

Spearhead
07-15-2004, 05:14 PM
Yep, it is the silhoutte edges that have the flatness. I will try another render with more subdivisions on the spheres, aswell as subD spheres and smooth tonite.

If you don't hear from me again it worked ;)

Thanks guys.
what are your render globals? might just need to increase your aa samples

gago
07-15-2004, 07:43 PM
is that mr? change aa samples, sample quality rgba. min/max samples os sample quality to something like 0, 2 with gauss, filters set to 3...

these are all in Rglobals of course

misterdi
07-17-2004, 07:43 AM
If you are rendering using mentalRay, you could use MR subdiv approximation to get better subdivision on your poly nodes. You may want to increase the N Subdivisions if you are using parametric approx method, and also you can set to view dependent if you are using spatial or other option in approx method.

But since your sphere will have tris and quads, you might consider to use conversion method from quad to tris to avoid problems at the poles.

I prefer this approach since it doesn't add geometric data but only calculate it during render process.

BTW: up ing the aa wont help to the silhoutte edges, since the flatness came from actual geometric.

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