obj normal's problem ( on specularity and reflections only )

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Hi everyone ,

i'm having a ‘strange’ appearance ( rendering ) of my model . first pic …

it might look ‘interesting’ but it is not what i intended … . i'm referring to the tri-quatro-penta angular strange patterns . the surface should appear a smooth shaded one with some specularity and reflections on top of it .

my model is an exported one after i sculpted it in Sculptris , so it is an Obj with lots of ( and exclusively ) triangles . the other screenshots are taken from a ‘bite’ of the model extracted simply with a delete sop .

primitive's normals … appear ok . also rendering with and Reflect Lights and Reflect Objects Off … appear ok . the undesired effect appears only when i activate Reflect Lights and / Reflect Objects in the materials panel . ( i'm using a StainlessSteel as material and the default Mantra renderer options )



> any suggestion how can i resolve this ?




.thanks

Attachments:
Render.png (360.4 KB)
the_problem.png (267.6 KB)
ReflectLights_ON_screen.png (139.9 KB)
ReflectObjects_ON_screen.png (92.5 KB)
PrimitiveNormals.png (31.2 KB)
Diffuse_only.png (51.5 KB)

except the things that cannot be seen , nothing is like it seems .
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Hi,
I guess that you use the anisotropic reflection and you do not set the “tangent style” properly.
P.S.
Also you can look the “Houdini journals” for latest builds.

Attachments:
tangent.jpg (83.4 KB)

Alexey Mazurenko
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oh , thanks archie ! that was it …

every other option on Tangent Style menu ( beside the Geometric Tangent ) gave me slightly different results , but shading appeared correct .


anyway , thanks again .





.cheers
except the things that cannot be seen , nothing is like it seems .
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Hi Zarti,
I think that the “Geometric Tangent” will work properly in latest builds. There has fixed a few problems for phonglobe() that typically being used for reflection by default.
Alexey Mazurenko
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