Hi,
Have you tried to change the ray epsilon value ?
Rendering artifacts
Moderator: juanjgon
- tomas.base
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I would especially recommend quality geometry / meshflow. Much depends on the triangulation and order of the vertices. If the input geometry has 4 verticles / poly and good meshflow for proper automatic triangulation in the OCTANE core (vertex order), then very small bump and normal values are not a problem (+ higher SUB-DIV level). If the geometry is not good, smoothing will stop working on the reflections.
I attach two identical objects, one is triangulated in LW and the other is not.
After automatic triangulation (see oct pass wirefrane) they look almost the same at first glance, the difference is huge.
In some cases, it is better to do triangulation (if the model is not suitable for SUB-DIV) in LW. Sometimes the automatic triangulation of the Octane core is worse on more complex LOW-poly objects and it is better to triangulate in advance in LW. It's individual. The OCT and LW algorithm is different. And a lot depends on the order of the vertices.
Tomas
I attach two identical objects, one is triangulated in LW and the other is not.
After automatic triangulation (see oct pass wirefrane) they look almost the same at first glance, the difference is huge.
In some cases, it is better to do triangulation (if the model is not suitable for SUB-DIV) in LW. Sometimes the automatic triangulation of the Octane core is worse on more complex LOW-poly objects and it is better to triangulate in advance in LW. It's individual. The OCT and LW algorithm is different. And a lot depends on the order of the vertices.
Tomas
Hi, thanks for this information.
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NET RENDER : MB ASUS P9X79 - Intel i7 - Ram 16GB - Two RTX 3080 TI - Win 10 64