Shading errors (56k warning)

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Skeletor
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Hi,

I'm getting some issues with the shading being sort of blocky. Here's an example
Image
It's easy to see on the pelicans chest area and beak
Last edited by Skeletor on Wed Nov 03, 2010 2:34 pm, edited 1 time in total.
Win 7 64bit, GF 460 2GB, Intel quad, 4GB memory
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matej
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See this post. I think it's the same issue
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Skeletor
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Thanks for the reply. Setting the ray epsilon to 0.0 makes it look worse though. Also there isn't any bump maps on this model
Image
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jakchit
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have you tried recalculating your normals?
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Skeletor
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How do you do that in Max?

Those jagged edges seems to appear on any organic model I've made given the right lighting
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jakchit
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im no max user but maybe this link can help you find it.

http://www.recipester.org/Recipe:Flip_n ... x_35682020
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jakchit
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also, maybe you have a copy of the model right on top of another copy
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ROUBAL
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also, maybe you have a copy of the model right on top of another copy
Seeing the last image, it is also my opinion.
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matej
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This is the terminator problem

If rayepsilon doesn't work, then your next best option is probably to subdivide the model further. This will just make the artifacts smaller, though.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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Skeletor
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There is only one model.

I tried rendering the model with different levels of turbosmooth. Here are the results

1 smooth iteration
Image
2 smooth iteration
Image
3 smooth iteration
Image
4 smooth iteration
Image

One iteration looks very jaggy, 2 iterations less so and 3 you can barely notice and four is completely gone it seems.
So it does seem to be the "terminator problem". Thanks for clearing that up matej

I haven't experienced this problem using mental ray, so I don't know if it is a bug or not in Octane.
Win 7 64bit, GF 460 2GB, Intel quad, 4GB memory
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