All posts relating to Maxwell Render 1.x
User avatar
By Bubbaloo
#290422
I have found (since then) that if I am getting these facetted shadows, that means that my bump or normal map is set too high. Depending on the level of detail in the map, you may have to go quite low before the effect disappears.

A decrease in height usually helps when applying a highly detailed rough surface map with displacement.
By numerobis
#290423
ah, ok... reading the posts above i thought that lowering the bump value makes no difference - but i'll test it.
Thank You for the fast reply! :D
User avatar
By Bubbaloo
#290490
numerobis wrote:ah, ok... reading the posts above i thought that lowering the bump value makes no difference - but i'll test it.
Thank You for the fast reply! :D
Any luck?

Here ya go: :roll:

Image

Yippee! No bump or displacement applied... Just a low poly sphere.

Ok, first rule: use high poly geometry for curves.

Number two, If you use bump on a curved surface, make sure that your bump value is not set too high. A high setting will show your curves facets.

Number three: If using displacement with a high res map and extremely fine details on a curved surface, precision and height must be carefully monitored and kept at a reasonable level. Too high precision and too much height will cause facets to show.

Or so I've noticed.
User avatar
By Bubbaloo
#290495
And here with a highly subdivided sphere:

Image

To me, Maxwell just doesn't seem suited for low poly geometry. That and the render times kills any possibility for animation of any kind. It requires (and gets the best results) with high poly precision modelling. Perhaps a "subdivide at render" option could be useful. (Would also be helpful for displacement).
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