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shadow display problem

Started by MK-ID, April 10, 2017, 01:24:10 AM

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MK-ID

Hello guys,

I have an important request for you. While rendering an object some HDRI environments may cause some troubles with representation of shadows.
Please take a look at the attached images. Can anyone explain to me why keyshot is producing these kinds of "shadow steps"?
The constructed environment  does not consist of any geometry which may project these kinds of shapes.

Win 10
KeyShot 6.3
Core i7 6800K

The settings are attached as well.

Thank you very much for your input in advance. Maybe someone of you has experienced similar issues.

kindest regards

LayC42

In my opinion you can do two things.
First, your mesh needs more polyps. So you can re-import the file with another tesselation quality.  And if the source is already tesselated you can try to use the geometry editor to recalculate the normals with a very low angle value.
The other option is about the render settings. Turn off sharp shadows and sharp texture filter.
And I would decrease the shadow quality to 1 (and increase only in case of "not looking good enough)

What does the render look if you use max sample mode? Let it bake with a value with 500 and stop rendering whenever it is good.

Hope that helps

DriesV

Can you share the scene and/or model?

Dries

MK-ID

Hello guys,

@LayC42: thank you very much for your help. Your advice to import the model with a higher tessellation quality worked fine. I set it to 0,5 and checked the accuracy box. The only disadvantage is the higher filesize.
Render mode with 500 samples did not bring any changes. Passing on sharp shadows results in a low quality result for my intention.

All the best.

@DriesV: thank you too, but due to the fact its confidential I cannot share it.

LayC42

So, we need to wait for KeyShot 7 and the new re-tessalation feature as seen in the sneak peek video. Then you can fix this inside view port.

Make some tests with different tesellation qualities  (maybe side-by-side /add to scene) to find a suitable balance between poly count and shadow quality.

guest84672

You will only be able only to re-tessalate if you have NURBS present.

Depending on the source of the model you can adjust the tessellation quality upon import into KeyShot if it is actual geometry. KeyShot can handle extremely large amounts of polygons without any performance implications, so you really don't need to worry about poly count. It may take some time to tesselate, but that is a small price to pay.

Also keep in mind that you can render NURBS directly in KeyShot Pro. This way you can import a model with low tessellation settings, and then switch to NURBS mode when you are ready to do the final rendering.

I hope this helps.