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Particle fluid surface normals?


punky

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I can't seem to isolate what is causing tessellation in fluid surface skinning. Basically, when I render I can see banding that correlates to the tessellation. 

I've tried adding a normal node and playing with the cusp angle, but it doesn't seem to change anything. It doesn't seem to be render-engine related, as it's exactly the same in both Redshift and Arnold. It's also not specific to this file, as I have come across it on at least 3-4 different jobs.

 

Has anybody seen this or knows what causes it? I've attached a couple of screenshots, one showing the render, and one showing the mesh. I've also attached one that shows the mesh and another model both using the same reflective texture. The spoon underneath has nice smooth reflections, but you can see the fluid mesh is pretty jagged.

 

 

render-jagged.jpg

mesh.jpg

silver.jpg

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