I've been working on my photoreal challenge piece and I've run into a bit of a problem. I'm getting a faceted look on part of one of my models and I'm not sure why. It only started happening after I applied 2 separate materials to the one object, but I can't see why this would cause a problem. Anyone run into this before? I'm using Maya and mental ray btw. [Link to www.3dprevis.com]
This may not be it but its the first thing I would try, Unlike max's smoothing groups, in Maya you have to adjust the normal angle by a threshold. with the object selected swap to the polygons menu set
and under "normals" go to "set normal angle" enter a value like 90 and you should get what you want. lower values make it faceted.
Nah, still faceted I'm afraid. It's fine when I've got just the one material on it but when I add the second one it buggers up. I don't know why as it's essentially the same material with some displacement on top.[Link to www.3dprevis.com]
It was the approximation settings that needed to be bumped up a bit. In the render settings under mentalray overrides > tesselation add a mentalray displaceapprox node to the displace approx setting. Then just up the levels until it looks right.[Link to www.3dprevis.com]
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and under "normals" go to "set normal angle" enter a value like 90 and you should get what you want. lower values make it faceted.