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[REQ] Odd Smears Ambient Occlusion


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i think my problem is with uvs.

the material is simple clay and the environment light is set to ambient occlusion.

but when rendered, the AO graininess is very smeared. it looks really bad. maybe we could just get all the grain out with render settings. dunno.

anyone, please see linked scene.

the building was provided, so i have to use it. sigh...

Edited by smaugthewyrm
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anyone? ...

i cannot find a reference as to why the rays don't just leave a dot where they strike, rather then follow a skewed uv as they are seeming to do.

i would think that a procedural shader like clay would be shaded in a procedural manner. the light is also 'procedural' ...

this result is very un-intuitive. lol

:blink:

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without looking at your file i guess you are using micropolygon rendering. if so, increase the shading rate under the dicing parameters at your geo or change the render engine to raytrace.

hth,

petz

perfect! changing to raytracing worked perfectly. even shading.

i think i understand what micropolygon was doing though... because of the various poly sizes, the set dicing rate was not cutting the large poly enough, so the shading allotted per poly was getting stretched and smeared.

i would not have guessed that solution. thanks to both who responded!

solved.

pic having only changed renderer to 'raytracing'

677azl.jpg

Edited by smaugthewyrm
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