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maya shell fur artifacts

I'm trying to figure out how to achieve a good result using the fur Shell/Fin process. So far I've only gotten so far as to testing the shell portion of the experiment and I've run into some problems. I'd say it has something to do with my UVs if not for the fact that its consistent a crossed my mesh.


As you can see from my test mesh (a shitty low poly jacket with a generic texture) a long every polygon there is artifacting and in the middle of a few polygons there is some triangular artifacts as well.


I realize that doing this in editor is probably not the wisest move but I'm trying to find the best (cheapest) rendering method for fur without resorting to inbuilt or proprietary extensions/plugins. I'm using Viewport 2.0, which has given me good results so far for other things, in maya 2014- I'm on the fence and about $2k short of upgrading to 2015/16


anyone have any idea whats causing this?

Replies

  • CharacterCarl
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    CharacterCarl greentooth
    Have you tried switching the transparency blending method inside the Viewport 2.0 settings from "Simple" to something like "Depth Peeling"?
    Also, I don't know if it's related to this issue but just to be sure, check that the clip lane size of your camera isn't too big (turn up the near clip plane und lower the far clip plane and see if it makes a difference).
  • ryokukitsune
    Have you tried switching the transparency blending method inside the Viewport 2.0 settings from "Simple" to something like "Depth Peeling"?
    Also, I don't know if it's related to this issue but just to be sure, check that the clip lane size of your camera isn't too big (turn up the near clip plane und lower the far clip plane and see if it makes a difference).

    yeah, its set to depth peeling. I've had that gripe about maya for years that working with any kind of transparency screwed up the renderer- I pretty much do that by default for any new scene.

    I tried tinkering with the camera clip planes and that dousen't seem to have any effect.

    after tinkering with it a bit more I'm getting the feeling it has something to do with the viewport lights/shadows. any idea on how I can bump up their quality?

    edit: answered my own question- was related to the lighting.

    not a very easy way to tinker with the lighting quality but after adjusting the bias of the light (dmap shadows) I managed to get the artifacting to go away almost entierly =/ thats what I get for not thinking about the problem being related to default settings...
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