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Rendering with Arnold in Maya using the MtoA plug-in.
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Face structure visible when using aiStandardSurface (preset car paint) with some roughness in combination with skydome light with HDR - but normals are ok.

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Anonymous
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Face structure visible when using aiStandardSurface (preset car paint) with some roughness in combination with skydome light with HDR - but normals are ok.

arnold-triangle-skydome-with-hdr-roughness.png

On that object, i ran into a problem i've seen before but that i this time can't solve on my own. The big visible face-structure is the original object resolution. I already tried subd on rendertime and real smoothing (producing a highres mesh). If the aiSurfaceShader is set to roughness = 0, there is no problem. As soon as i increase the roughness, the old face-borders show up.

Scene is currently only lit by a skydome light with an HDR (mirror ball mode).

I tried to unlock the normals, set them to face (which results in facets) and smooth them again - deleting the history inbetween each step - but i end up in the same result.

Any ideas welcome.


Thanks in advance
Stefan

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Anonymous
in reply to: Anonymous

Try adjusting your renderable camera position and its near/far clip.

And play with the specular ior.

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