Balls reflections jaggy in deco down time made worse by increasing render sub d
Pitmatic
Posts: 899
Hi while messing about with deco downtime https://www.daz3d.com/deco-downtime I noticed the reflections of the pool balls got worse with more sub division and not better which is how I thought it worked obviously I am wrong :).
In the attached image the balls are rendered at render sub d 1 and the second at render sub d 6 so the balls are smoother but the two emmisive lights above get jaggy(er) just curious how to improve it.
reflections question.png
1635 x 794 - 2M
Post edited by Pitmatic on
Comments
Though I don't think Render SubD Level 6 is really necessary...just try setting the same Resolution and Render SubD Level on the emissive objects (if they have geometry)
This is caused by the poles at the top and bottom of these spheres. You'll see them if you switch to wireframe mode -- the points where the longitudinal lines converge. They're surrounded by triangular faces, which create this sort of slight perturbation in a surface when subdivided. Subdivision works best on objects that have only four-sided faces.
Selecting "loop" in the subdivision algorithm dropdown will move the puckers slightly in a way that can conceal them, depending on where the highlight falls on the pool balls.
Thank you @ninefold that is very usefull to know.
@crosswind yes I would not use sub d 6 normaly was just wondering why going to the max did not behave as expected :)
Ah... yes as Ninefold reminded, if there're topo issue, better tweak some properties, especially the balls on which the polygons on the poles are not good. You may also try rotating the balls a bit to prevent the poles from being on the top or directly facing the source of lights...
Yes @crosswind I just rotated the balls 90 degrees and that fixed the problem except the 8 ball as that was not so obviousl and used sub d 3
OK, Nice !