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Metamesh Popping


Overload

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I'm creating a lava lamp type effect where a series of spherical shapes pass through each other and eventually make almost of a spider web look...Problem I am having is with my mesh gets these weird divots and sometimes tiny holes when some of the shapes go through each other. Also my reflections have a jaggy edge, but there is plenty of geometry.

It seems like the smaller I make the step size in my convertmeta node the worse the popping gets. I've tried keeping it at a higher value and sub-diving afterwards, but that smooths my mesh out even worse. Is there a better method to converting meshes into very very smooth surfaces for something like this? Thanks in advance...here is a link to what I have so far.

http://www.overloadgraphics.com/BlobsTest.mov

Anthony

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have u tried using the smooth sop after ur convert meta sop?

rendering without converting ur metaball to polygons ?

if that still doesnt work, have u tried rendering the metaballs as procedurals?

under ur render properties of your object.

its a bit slower, but u only generate the geom at rendertime.

hope any of this helps

brian

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have u tried using the smooth sop after ur convert meta sop?

rendering without converting ur metaball to polygons ?

if that still doesnt work, have u tried rendering the metaballs as procedurals?

under ur render properties of your object.

its a bit slower, but u only generate the geom at rendertime.

hope any of this helps

brian

I think this one may have been user error :). I had a softpeak node as well, and I think it was actually pinching my geometry....at least I hope thats all it was...I'm going to set up another render tonight.

For your reflection problems have you tried turning up the level of detail under the render tab for the object.

Haven't tried this but I sure will now that you mention it....so many hidden check boxes to choose from :)...sometimes I forget their there.

Thanks guys, I'll post another version hopefully tonight or in the morning. Cheers! :)

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