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trevormcinsley

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  1. There is a View Align and Grid Align under Edit Geometry but those aren't what you want. If I recall correctly Maya's tool for transforming the normals is called Align. If you select the polygons that are facing the wrong way and use the Flip tool under Edit Polygons that should fix it. Or maybe try adding a normal modifier set to Unify.
  2. The normals don't seem to be the cause of the problem for me. I thought it might be due to using a single sided plane with vray's double sided texture since in other engines that can cause Z fighting but it is a bit too inconsistent for that. The issue has cropped up in another mesh for me now too, albeit to a lesser extent. Both meshes are single sided planes and quite close to the light source so I expect that is the reason for it.
  3. I have been going out of my mind trying to resolve a similar bug for the last hour now (hence finding this post). The render below shows the issue, it also shows that I removed all geometry and textures from the scene to isolate the cause... which is a vray sphere light. It causes no problems with anything else in the scene, only this bit of geometry (which is a book page in case you were wondering). [ATTACH=CONFIG]47182[/ATTACH] Moving the light further from the page resolves the issue but is not ideal. I have just found a fix however which is to right click on the offending mesh> open vray properties > change the geometry setting from 'default' to 'dynamic'. Why this works I have no idea, but then I also have no idea why there was an issue between this mesh and the light in the first place... And now to make sure anyone else suffering from this problem can find this solution easily: vray holes mesh geometry bug error cute kittens. That should help it show up in google... EDIT: This fix also increases the render time dramatically... I only noticed it when I tried it in the full scene and it predicted several hours just to build the light cache... Increasing the poly count with tessellation or smoothing does resolve this problem, however I cannot understand why given that it did not exist on the original (and almost identical) geometry which I replaced with this new mesh.
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