nurbs?
I've just tried to render out a scene with mental ray that I created, the objects in the scene are nurbs. Through maya's renderer they appear nice and smooth but when I tried using mental ray they render out highly faceted, asthough it was rendering them at display level 1? I went through the documentation which suggests going through the Rendering>MentalRay>approximation editor, all the settings in here are dimed out and simply say "derive from Maya" which should mean mental ray will take the tessilation values I set up within maya but it doesn't? What going on? Any help would be great, Thanks
James. |
You use surface approximation editor if you have displacement maps only, if I am correct. Try to increase tesselation settting to highest Quality with smooth edge. Affect U and V tesselation attributes if necessary.
Hope it will help. Cheers Braam |
thanks
Yeah I tried that and yes it did work, but there was still some wierd aliasing problems and I had the render globals set to production quality in the aliasing options??
This one's got me? Thanks anyway! |
Maybe a pict might help.
Otherwise you could try clicking the Enable Advanced Tesselation option "ON" in the NURBs Shape tab in the Advanced Tesselation section and setting the Number U and Number V attributes to 12 or more per object. This of course only affects the smoothness of objects and not their anti-aliasing. |
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