Ever seen a surf lofted up w a heightmap render sawtooth edges varying w each viewpt?

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  02 February 2013
Ever seen a surf lofted up w a heightmap render sawtooth edges varying w each viewpt?

Hello cg crew,

In max 2010 I'm doing a keyboard by rendering the forms of the hipoly keys in texture-baked maps of two planes. The renders are giving me serrated edges that appear and disappear in a different way with each change of viewpoint -- things may be different with post-2010 versions:

Maxxing out the size of the maps at 2,048px has no effect; in fact the above images use a heightmap of 2600 x 2600px, while normals is set moderately high at 1,024. The target plane is nearly touching the source objects, and those objects are converted to an edit mesh, so I'm using what I understand to be the most correct conditions for a bake.

To show that it's the angle of view for the render that influences where and to what degree edges are broken, here's the same group of keys at several angles, in which a particular edge will be jagged in one render and correct in the next:

Any ideas on overcoming this? For now I'm stuck with a Dell that has no graphics card; max is set to the DX9 version of Direct3D, in the off chance those make a difference.

  02 February 2013
Can you post a picture of the wires? I'd be interested to see if that's where the problem lies.
I like to learn.
  02 February 2013
Indeed, here I have a poly edit, and after applying symmetry and turbosmooth I get the keyboard key.


  02 February 2013
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