Low-Res Curves During Render

Low-Res Curves During Render

travis.true08
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Low-Res Curves During Render

travis.true08
Enthusiast
Enthusiast

Is there a way to increase the vertex resolution for curves during the rendering process, so they look smoother? My model still looks relatively low-poly during renders, and I haven't found an option to boost the resolution so they don't look as jagged during renders in Preferences.

 

rigid.PNG

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I_Forge_KC
Advisor
Advisor

This is a common thing that has to do with the frame buffer of Fusion (and other Autodesk products). 

 

The very simple solution is to radically change the zoom level, invoke rendering, stop rendering, and then change back to where you want. This forces a refresh of the frame entirely and the curves come out smooth.


K. Cornett
Generative Design Consultant / Trainer

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TrippyLighting
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Fusion 360 uses a LOD algorithm to determine the level of tessellation an object is going to receive for display in the viewport and rendering. In Fusion 360 this is based on an object level, so for objects that have a high aspect ratio (long and thin) this results sometimes in these visible tessellation artifacts.

 

A better solution is to increase the Display detail control and set it from adaptive to Fixed/high. Right click on the body or component in question and select Display Detail Control and follow the UI:

 

Screen Shot 2018-01-18 at 8.38.55 AM.png


EESignature

Message 4 of 4

travis.true08
Enthusiast
Enthusiast

Yeah, that makes sense because it's the curves that are close-up that are the problem (takes up more screen space therefore requires more detail to accurately describe vs curves in the back). When you say to adjust the zoom level, do you mean regular scrolling with the scroll wheel, or is there like a special "zoom" render setting on top of just the scroll wheel?

 

I tried zooming out, rendering, interrupting the render, zooming back in, and rendering again, but I kept getting the same results with the jagged lines.

 

EDIT: I posted this before I saw Peter's post above. Thanks for the suggestion. I will try it out, and report back.

 

EDIT 2: Yep, explicitly setting the mesh resolution fixed it. Looks much better. Here it is:

smooth.PNG

I changed the mesh resolution for the top, bottom, and action pad (dark-gray circle on the right of the controller) from Adaptive to High, and it seemed to fix it. I haven't noticed any slowdown on my computer, but my model's not that complex. All the renderer probably had to do is increase resolution during the tessellation stages of shading which shouldn't increase base-level vertices stored long-term in GPU memory. I'm also working off of a GTX 970, so that should help too.

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