Lucas van Rossum Posted January 15, 2016 Share Posted January 15, 2016 Hi I have some artefacts when i render polygon with anisotropic materials. My polygon have Uv and my tangent style is set to computeUV in the surface model. If i subdivide the the mesh or if i check "render polygon as subdivision" it work. But i want to keep my low poly mesh. cheers lucas testAni.hip Quote Link to comment Share on other sites More sharing options...
davpe Posted January 15, 2016 Share Posted January 15, 2016 you can try larger smoothing angle for vertices (vertex SOP). but I think with low poly mesh like this and raytracing you will allways get this kind of look. technically it is not an artifact. it is a correct rendering of the mesh that happens to be too low poly. you could create your own custom shader (videogame like kind of shader) that is intepolating just a few samples, therefore giving smoothed out result (with less accuracy of course). not sure how technically challenging would that be though... 1 Quote Link to comment Share on other sites More sharing options...
Lucas van Rossum Posted January 16, 2016 Author Share Posted January 16, 2016 thank you , i will try to interpolate the uv in the shader. cheers Quote Link to comment Share on other sites More sharing options...
fathom Posted January 16, 2016 Share Posted January 16, 2016 i think your tangents are faceted. rather than computing from uv, compute tangent and binormal in a polyframe sop and pull them into your shader. transform them into current space, normalize them, and push them into the utan/vtan parms on your surface and select the tangent style "from connected source" (or whatever it's called). see if that works. Quote Link to comment Share on other sites More sharing options...
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