Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 16 01-10-2005 , 04:25 PM
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Originally posted by Pure_Morning
I dont think you solved the problem as you've lost all the detail around your sphere (which is probably cause by such high values in the min and max distance). So it may look like it's solving the problem but I dont think it actually has.

I'm not MR expert but min and max radi that high will not give good results unless your scene scale is huge.

Post the scene file up if you want and we can look at it.

I used min max radius settings quit alot , mostly to speed up the rendertime.

I finished my tank

user added image

conclusion , with texture u won't notice the strange artifacts , at the end it won't matter at all.


tck
# 17 01-10-2005 , 04:27 PM
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Originally posted by Minstrel
Well, I played a bit with it just now and it definitely had to do with the scaling of the objects. I adjusted the min and max radius to much bigger values than I thought, and here are the results, judge for yourself. FG rays are only 200 on both pics, the max radius is 1500 and the min is 200. That was the best combination I found. Raising FG to 500 did not make it better. Also, the sampling quality filter was set to triangle. Everything is default. I did the testing on the same project I was working on that gave me problems. I am sure that if I had started a brand new project with normal size models max/min radius of zero would have worked (which it has for me before).

very interesting... i shall give it a try.


tck
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