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Bummer.
I’m ready to output final high-res images to the client, and my anodized metal surface has got a problem. I use the noise material for so many things it’s unbelievable....the Swiss army knife of map types. I’ve never had a problem with it. Till now....
One shot is a broad surface with a slight bow to it. In the renderings I noticed concentric rings where the pattern changes to a finer stipple pattern within the rings than the normal pattern I defined outside the rings. I never noticed it until saw it over such a broad surface at high res. Can’t have it.
I thought it was a variety of things and I’ve tried them all....get rid of all lights, change the base material type (blinn vs. metal), rotate everything so I’m not looking straight down, change the scale of the scene so the noise size is 5 and not .2, change tiling, change from object to world XYZ noise map space, look at the surface glancing instead of straight down, scanline vs. Mental Ray (I’m using mr), noise levels, phase… you name it, I tried it, eliminated it, tweaked it....nothing matters. My only thought is it’s a bug. That puts me it a tight spot.
I can’t generate a high-res noise map and then apply it instead of the parametric version, because the object won’t work with normal map types and I cannot unwrap it.
I need to either solve the problem (if it’s not merely a bug and I haven’t found the solution) or I need another way of generating a volumetric noise pattern that will behave.
Any thoughts?
Thanks
Buck Wyckoff
Buckward Digital
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