Hi everybody,
does anybody know why these blocky specular highlights are appearing in the render?
I turn down specular intensity to ‘0’ and they are gone.
eitht.
Q: Strange specular highlights
3070 4 2- eitht
- Member
- 257 posts
- Joined: 11月 2010
- Offline
- are2d2
- Member
- 79 posts
- Joined: 4月 2011
- Offline
- eitht
- Member
- 257 posts
- Joined: 11月 2010
- Offline
are2d2
1. Have you checked your normals
2. Do you have either a duplicated point on top of another one (check point numbers in the viewport) or a duplicated vertex?
If you can attach a hip file I can take a look at it.
Hello, yes a reply!
I've looked at my scene again, it wasn't the newly added displacement, VOPSOP noise or Subdivide either…
Normals are pointing the right direction and i dont see any overlapping point numbers unless my eyes are playing tricks on me. Would be awesome if a fresh pair of eyes are willing to look at the hip file!
eitht.
- zarti
- Member
- 330 posts
- Joined: 7月 2007
- Offline
hi ,
could be something similar to this thread i opened months ago :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21333 [sidefx.com]
.. in fact just tested this in your file :
> changed the tangent style in the surface model node to
intrinsic object space and seems like ‘ everything is ok ’ ..
( to be fair till the End , i yet do not know differences between those .. )
.cheers
could be something similar to this thread i opened months ago :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21333 [sidefx.com]
.. in fact just tested this in your file :
> changed the tangent style in the surface model node to
intrinsic object space and seems like ‘ everything is ok ’ ..
( to be fair till the End , i yet do not know differences between those .. )
.cheers
except the things that cannot be seen , nothing is like it seems .
- eitht
- Member
- 257 posts
- Joined: 11月 2010
- Offline
Hello zarti,
i've seen that thread, it just didn't come to my mind!
Switched to anything besides “Use Geometric Tangents” fixes those blocky highlights, “utan and vtan” gives some funky results though.
Read the help docs, from my past encounters with 3D space - going for object space is best when dealing with geometries, textures and noises. Gotta leave mine at “Compute from UV” since i already laid out my UVs neatly?
Hopefully I am right else i will jump back to “Object Space” like you suggested.
Thanks to the both of you again, /thumbs up!
eitht.
i've seen that thread, it just didn't come to my mind!
Switched to anything besides “Use Geometric Tangents” fixes those blocky highlights, “utan and vtan” gives some funky results though.
Read the help docs, from my past encounters with 3D space - going for object space is best when dealing with geometries, textures and noises. Gotta leave mine at “Compute from UV” since i already laid out my UVs neatly?
Hopefully I am right else i will jump back to “Object Space” like you suggested.
Thanks to the both of you again, /thumbs up!
eitht.
-
- Quick Links