-Juanjo
Problème lissage avec un Morph
Moderator: juanjgon
On your screen shot u can see the facets faces from the half right part of the lense.
When you render the image, this part is smooth.
And when you re open the ipr after the first render the same part become smooth.
The first ipr don t show this part smooth but with facets like your image above.
Hope my english is not too much confusing
When you render the image, this part is smooth.
And when you re open the ipr after the first render the same part become smooth.
The first ipr don t show this part smooth but with facets like your image above.
Hope my english is not too much confusing
Yes, sorry, the lack of smoothing in the IPR is a known problem due to the fact that if you don't have solid or texture shaded viewport enabled, the smoothed normals are never computed by the Layout and are not available for the external renderers.
You only need to enable the solid or texture shading in any viewport to have the smoothed normals ready to be used in the IPR.
-Juanjo
You only need to enable the solid or texture shading in any viewport to have the smoothed normals ready to be used in the IPR.
-Juanjo
I redid the test with the same scene.
If I am "wireframe" it will not be smooth in IPR, but if I'm "Tectured Shaded Solid" smoothing works well in IPR.
And then when I come back "Wireframe" smoothing works well in IPR.
Doming it is not transparent to users.
If I am "wireframe" it will not be smooth in IPR, but if I'm "Tectured Shaded Solid" smoothing works well in IPR.
And then when I come back "Wireframe" smoothing works well in IPR.
Doming it is not transparent to users.
Yes, in Octane the procedurals are not fixed to the geometry mesh. You need to use conventional UV mapping and texture images to support this effect.EBD3D wrote:Another problem if I add a procedural, if I animates with the same procedural morph does not follow the object, individually against key animation everything runs smoothly.
morph slides on the procedural
-Juanjo

