Another NURBS tesselation question!
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Sorry guys, but I have a quick question on tesselation of NURBS.
I have a scene trying to make a wheel alloy using a load of circular fillets and trims. When I started, the render looked awful with large gaps in between the various bits. After looking through the forum and searching the net I managed to get it down so it looked alittle bit better (the attached image) but stil not quite. It would be great is someone could list the 'checkpoints' I should be ticking off before I render the image? So far my I have - 'Set NURBS Tesselation Options' - Curvature Tolerance - Highest Quality / U and V divison factor 5.000 Render at production quality with Highest Quality Edge Anti-aliasing. I also have followed the folowing settings given by mtmckinley in another post 'You'll want to play with the settings, but the settings I use is to turn Explicit Tessellation (also called Advanced Tessellation) ON. Curvature Tolerance to HIGH quality. Use Chord Hieght Ratio OFF' Anything else..... please :D |
if your using mental ray use the surrface approximation tool to change the NURBS tesselation. Mental ray cant render NURBS as they are it just converts into polys.
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I was just using Maya software to render it, should I be using Mental Ray exclusively?
Cheers for any help |
i practically only use mental ray now, its nice if you know how to optimize the settings, otherwise it can be chuggy. Try with both and compare results
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