houdini1987 Posted March 2, 2014 Share Posted March 2, 2014 Hi, I am trying to render a football with mantra PBR and in specular I am getting weird checkerboard type artifact. I have attached a screenshot..no other object or material is present in scene so its not a reflection. Please have a look and give me a solution. Thanks Quote Link to comment Share on other sites More sharing options...
danylyon Posted March 2, 2014 Share Posted March 2, 2014 Can you post a scene? What material are you using? Looks like somewhere's a texture applied. Or something odd with normals. Quote Link to comment Share on other sites More sharing options...
Matt_K Posted March 3, 2014 Share Posted March 3, 2014 Looks like it may be a faceting issue. Try dropping a facet node at the end of the node network and select the "Post-Compute Normals" option, and see if that makes any difference. Either that, or perhaps there's double layer geometry intersecting itself? Hope that helps, Matt. Quote Link to comment Share on other sites More sharing options...
houdini1987 Posted March 20, 2014 Author Share Posted March 20, 2014 Ahh!! fixed the issue...it was anti-aliasing issue in shader.... Thanks for the reply guys.. Cheers!! Quote Link to comment Share on other sites More sharing options...
yalla Posted December 1, 2014 Share Posted December 1, 2014 (edited) Thought I'd share this just in case somebody else has the same issue and can't solve it with anti-aliasing settings (or doesn't know how, like me ).I had the same problem with an .obj imported from Maya: when I assigned a material in Houdini it came out checkered.I just had to put zero in the Specular Anisotropy, in the Reflect/Base/Reflect Lights tab. Probably not the best solution but hey, it worked for me. Edited December 1, 2014 by yalla Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted December 1, 2014 Share Posted December 1, 2014 Sounds like the same issue as http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/?p=126438 ? If so it can be fixed by forcing the tangents to be recalculated with compute tangents vop Quote Link to comment Share on other sites More sharing options...
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