Farsheed Ashouri Posted August 29, 2009 Share Posted August 29, 2009 (edited) I have an object, an envLight and a ground plane. I use a HDRI file for env map and a silver shader for the object. using BPR, here is the result: WHY? Edited August 31, 2009 by Farsheed Ashouri Quote Link to comment Share on other sites More sharing options...
sam.h Posted August 29, 2009 Share Posted August 29, 2009 Make sure the objects are resonable scale in the scene? upload a scene file so we can check it out! Quote Link to comment Share on other sites More sharing options...
Farsheed Ashouri Posted August 29, 2009 Author Share Posted August 29, 2009 (edited) Make sure the objects are resonable scale in the scene? upload a scene file so we can check it out! OK. I attached the file. odforce_BPR.problem.v1.tar.gz Edited August 29, 2009 by Farsheed Ashouri Quote Link to comment Share on other sites More sharing options...
Farsheed Ashouri Posted August 29, 2009 Author Share Posted August 29, 2009 Ok, I just figured out that they came from that Silver material I've added from gallery. It works with default material. But why? I need a reflective material. Quote Link to comment Share on other sites More sharing options...
sam.h Posted August 29, 2009 Share Posted August 29, 2009 (edited) Ok, I just figured out that they came from that Silver material I've added from gallery. It works with default material. But why? I need a reflective material. Try 'reflective'. If you look in there you can see that it has a brdf in the output, does silver have that? Also, check out the docs for how to make surface shaders for PBR Edited August 29, 2009 by sam.h Quote Link to comment Share on other sites More sharing options...
Farsheed Ashouri Posted August 29, 2009 Author Share Posted August 29, 2009 Try 'reflective'. If you look in there you can see that it has a brdf in the output, does silver have that? Also, check out the docs for how to make surface shaders for PBR Same result with reflective. Quote Link to comment Share on other sites More sharing options...
sam.h Posted August 29, 2009 Share Posted August 29, 2009 (edited) Same result with reflective. It seems to be your 'hafez' object. (even a sphere next to it gets the funky squares!) Put a facet node with 'post compute normals" on before the clean node and it should work.... Edited August 29, 2009 by sam.h 1 Quote Link to comment Share on other sites More sharing options...
Farsheed Ashouri Posted August 31, 2009 Author Share Posted August 31, 2009 It seems to be your 'hafez' object. (even a sphere next to it gets the funky squares!) Put a facet node with 'post compute normals" on before the clean node and it should work.... Yap, It solved my problem. really appreciate. Quote Link to comment Share on other sites More sharing options...
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