[Sidefx-houdini-list] Rendering NURBs... again...
jerry at axyzfx.com
Wed Apr 28 08:53:45 EDT 2010
You could try rendering in ray-tracing mode.
I could be wrong, but my understanding is that in ray-tracing mode the
geometry doesn't get diced into micropolys, which I suspect is what's
causing the artifacting.
On 2010-04-28, at 8:27 AM, Abdelkareem Abonamous <anamous at gmail.com>
> I'm sure that this topic has come up before (heck, I might have
> contributed to that at some point, just can't recall any of it).
> Trying to render NURBs straight as NURBS (as opposed to pre-
> tessellating). And I keep running into artifacts, specially around
> trim edges (tiny gaps between the trimmed surfaces). The models come
> in as IGES out of rhino, and both rhino and 3dsmax render them without
> artifacts at all, but despite my hardest effort (using all sorts of
> weird coving/no-coving/dicing methodology voodoo), I can't make the
> gaps disappear. Converting to polys is prohibitive due to very heavy
> models and big closeups. I thought that IGES might be the issue
> (accuracy), so I scaled up the original in rhino by about 100,
> exported it then, and the same problem shows up. And besides, 3dsmax
> dealt with the same IGES file just fine.
> It's immensely frustrating and It's driving me insane :D FYI I'm
> rendering in micropoly mode and there is no raytracing involved so far
> (so it can't be a raytracing bias issue). Any tips out there?
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