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View Full Version : Remove "blocky"-ness (Brasil render)


s333654
11-20-2002, 08:51 PM
Well, first 2 images:
http://stuwww.uvt.nl/~s333654/wip11.jpg

http://stuwww.uvt.nl/~s333654/wip12.jpg

As you can see, the reflection is blocky, and not smooth. I don't know why this is . I use the Brasil r/s render and over my model is a meshsmooth (NURBS) with 3 iterations and smoothvalue is 1.

Any suggestions on how to improve this?

excaliborg
11-20-2002, 09:02 PM
it looks like your reflection map to me mate

s333654
11-20-2002, 10:32 PM
I had to look that one up. Wasn't sure what a reflectionmap was... anyway, i am using Raytracing... so it's not really important.

CapnPanic
11-21-2002, 02:43 AM
looks to me as though your material has gotten accidentally set to 'faceted' as i can't think of anything else that would give that effect...

if thats not it then perhaps a screen shot of your material settings and render settings would be helpful

BrandonD
11-21-2002, 06:03 AM
You'll get much better Brazil-related help on the Splutterfish forum.

s333654
11-21-2002, 11:11 AM
Hey guys,

Actually, i have no clue on why it renders so "blocky". Nothing is set to faceted as far as i know (i checked it). Changing options in the renderer wouldn't help...

So, instead of making x screenshots and posting them here, i decided to zip up my entire package and just put it here. You can download it (around 1 mb incl. textures) from here:
http://stuwww.uvt.nl/~s333654/car.zip

So... if anyone would be kind enough to download it and take a look at it (as i said, the renderer uses Brasil)... thanks in advance :)

CapnPanic
11-21-2002, 03:14 PM
looks to me like the problem stems form using brazil to render a raytrace (rayfx) material....

what you need to do is change the yellow material to a brazil material, put a falloff map (set to fresnel) in the reflection slot and THEN render... and then if u add a csg plane a skylight you should get this:

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