Author Topic: Issue with rendering topology any help would be appreciated!  (Read 2861 times)

2017-05-25, 00:36:39

purezalbert

  • Users
  • *
  • Posts: 2
    • View Profile
Hi guys,

So far I love the community and environment with the corona renderer. However, recently as I was rendering a model of a car I made, there was some weird circular/ concentric pattern due to I bad topology on my model. As you can see the attached. If any of having any tips has to how I could remove these would be greatly appreciated! I'm modeling in 3ds max with corona renderer. My workflow is editable poly-->turbosmooth.



Side note: anybody knows how to apply "CoronaRounededCorners" map to all materials at once?

Any help would be greatly appreciated!


Albert

2017-05-25, 07:01:33
Reply #1

Bzuco

  • Active Users
  • **
  • Posts: 118
    • View Profile
    • personal web page
Try to check normals with edit normals modifier.

2017-05-25, 13:07:44
Reply #2

lacilaci

  • Active Users
  • **
  • Posts: 749
    • View Profile
Well, you need more work on your topology, especially having poles near other poles or near sharp corners is probably going to produce heavy pinching on subD modeling..

I actually wonder if you can achieve perfect higlights (as intended by car design) with the use of poly modeling as opposed to some class A surfacing, must be pretty hard...

PS: I actually found a blog post about this topic lol, https://www.ebalstudios.com/blog/modeling-cars-polygons
Haven't read it completely as I don't do hard surfaces using polygons. But it does seem to illustrate some issues and solutions nicely
« Last Edit: 2017-05-25, 13:26:41 by lacilaci »

2017-05-26, 15:36:12
Reply #3

purezalbert

  • Users
  • *
  • Posts: 2
    • View Profile
Thank you for the response guys! I believe the issue was actually due to the material and an issue with the mapping. I was using Jeff Patton's car paint material and the flakes bump and diffuse were causing the issue, possible due to something with the normals of the model.