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grass displacement issue (mental ray)

4 REPLIES 4
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Message 1 of 5
3d-Soul
1321 Views, 4 Replies

grass displacement issue (mental ray)

Hi,

I'm doing some test renders from my current project and have a vexing issue with my grass material.
please see the attachment, I really can't understand why these weird shapes appear over my grass objects.
it seems (I'm not sure) that those are view-dependent.

any suggestion is welcome..

______________________________________________________
2*Intel® Xeon® Processor E5-2697 v3 (35M Cache, 2.60 GHz)
32 Gb Ram DDR4 2133
GeForce RTX 3060
Windows 10 64-bit SP1.
3ds Max 2020 64-bit
______________________________________________________
http://www.3d-soul.net
Mohsen.K.
4 REPLIES 4
Message 2 of 5
Anonymous
in reply to: 3d-Soul

I've encountered the same problem .. do you have any solution ..

Message 3 of 5
PROH
in reply to: 3d-Soul

Hi. It looks like you haven't assigned any smoothing groups to the grass areas. Select all your grass areas, assign the same smoothing group to them all and see if the problem is gone.

Hope it helps.
___________________________________________________________________________________________________
3dsMax 4.2 to 2018
AutoCAD 2000 to 2018
Infrastructure Design Suite Premium 2012 to 2018

Message 4 of 5
Anonymous
in reply to: 3d-Soul

You've got them everywhere, even in the front area of grass, but it's less noticeable 😉

 

I would try to subdivide the displaced surface to get more polygons.

 

Maybe it help with addition of smoothing group - as PROH mentioned.

Message 5 of 5
Anonymous
in reply to: Anonymous

The problem lies in the fact that your geometry has irregularly shaped polygons. They should be in a grid of evenly sized quads for displacement to give correct results.

 

So why does this occur you might ask? When displacement is calculated each polygon gets subdivided X amount of times.

If 1 polygon has a larger surface area than the polygon next to it, the displacement subdivisions wil be larger and will therefore look different than the polygon next to it. (See attached images)

 

Instead of remodeling the mesh from scratch to quads, check out Populate:Terrain first, it's a free terrain remeshing plugin.

It might get you the result you need without all the manual labour. 🙂

 

Hope that helped!

 

M.

 

Displacement Fix

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