Juraj Posted May 18, 2014 Share Posted May 18, 2014 Hi, I have strange problem with some polygons. When I import FBX model sculpted in Mudbox, I get theese dark polygons in rendered image. However it looks fine in viewport. I have tried different FBX import options, or SOPs like clean, fuse, facet... Nothing helped. Normals are looking fine. Any ideas how to fix it? Thanks Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 18, 2014 Author Share Posted May 18, 2014 I tried to import this model into Blender, where I have same issue. But subdividing mesh with Catmull-Clark algorithm fixed it. Is there another way how to fix it? There are too many polygons now . Quote Link to comment Share on other sites More sharing options...
Guest tar Posted May 18, 2014 Share Posted May 18, 2014 they should be self-shadows and are apparent as you most likely have low polys and smooth normals - they can be removed by: increase your bias in Mantra/Properties/Shading or Check Render Polygons As Subdivision (Mantra) on your geometry node/ Render tab or check Backface Removal on your geometry node / Render /Geometry tab Find out more: http://odforce.net/wiki/doku.php?id=raybias&s[]=bias http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31385 Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 18, 2014 Author Share Posted May 18, 2014 (edited) Thank you, your solutions fixed it. I'd never figure it out by myself. I also tried to import it into Maya and render with Maxwell and Mental Ray. Interesting that Mental rendered it fine by default. Edited May 18, 2014 by seals77 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted May 18, 2014 Share Posted May 18, 2014 is Mental Ray using shadows there? Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 18, 2014 Author Share Posted May 18, 2014 No, it wasn't. Now when I turn shadows on polygons go mad. Wondering how to fix it in other renderers. Can it be done on model level, or just in renderer settings? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted May 18, 2014 Share Posted May 18, 2014 (edited) the artefact is created by the shadow. the shadow is created by at shader/render time so it has to be dealt with then. Edit: woudl it be possible to post a screen shot of the mental ray with shadows, thanks! It would be good to see it to compare. Edited May 18, 2014 by tar Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 18, 2014 Author Share Posted May 18, 2014 rendered in Mental Ray Quote Link to comment Share on other sites More sharing options...
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