Page 1 of 2

Shading errors (56k warning)

Posted: Tue Nov 02, 2010 7:04 pm
by Skeletor
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

Re: Shading errors

Posted: Tue Nov 02, 2010 7:44 pm
by matej
See this post. I think it's the same issue

Re: Shading errors

Posted: Tue Nov 02, 2010 10:09 pm
by Skeletor
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

Re: Shading errors

Posted: Tue Nov 02, 2010 11:19 pm
by jakchit
have you tried recalculating your normals?

Re: Shading errors

Posted: Tue Nov 02, 2010 11:33 pm
by Skeletor
How do you do that in Max?

Those jagged edges seems to appear on any organic model I've made given the right lighting

Re: Shading errors

Posted: Tue Nov 02, 2010 11:42 pm
by jakchit
im no max user but maybe this link can help you find it.

http://www.recipester.org/Recipe:Flip_n ... x_35682020

Re: Shading errors

Posted: Tue Nov 02, 2010 11:43 pm
by jakchit
also, maybe you have a copy of the model right on top of another copy

Re: Shading errors

Posted: Wed Nov 03, 2010 12:32 pm
by ROUBAL
also, maybe you have a copy of the model right on top of another copy
Seeing the last image, it is also my opinion.

Re: Shading errors

Posted: Wed Nov 03, 2010 12:44 pm
by matej
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.

Re: Shading errors

Posted: Wed Nov 03, 2010 2:29 pm
by Skeletor
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.