View Full Version : Viewport sharp -> Mental ray blurry???
bloodmoon
01-13-2010, 02:14 PM
Ok, I have a strange problem and need some thoughts.
In the viewport in Maya the model is sharp and detaild and when I render it with Mental ray it get worse...
Here is the viewport printscreen:
http://www.bloodmoon.se/render/viewport.jpg
And here is the result for the render:
http://www.bloodmoon.se/render/blurry.jpg
Here are few of my settings:
http://www.bloodmoon.se/render/settings.jpg
Any ideas whats wrong?
There is a diffuse, normal and specular on the model. I've used the same render setup on other props and they turned out good.
DarthNater
01-13-2010, 02:21 PM
Change the Multi-Pixel Filtering to like Cat-Rom or something other than Gauss
If that doesn't work, sorry, I'm a max user, but Gauss is very blurry in Max so that's probably it :)
Entity
01-13-2010, 02:32 PM
Yeah gauss is pretty awful in Maya too.
bloodmoon
01-13-2010, 02:36 PM
Ok I changed the filtering to "Box" (size 1) Gauss was filter size 3. Now it looks like this.
http://www.bloodmoon.se/render/filter.jpg
I still feel like I would like it more like the detail in the viewport version.
Turn off texture filtering on your file texture nodes.
bloodmoon
01-13-2010, 02:57 PM
yeah thats what I've been looking for. A sharper render ^_^ Thanks alot! Apperently I had quadratic filtering on all my textures and diff, normals.
http://www.bloodmoon.se/render/sharp.jpg
kodde
01-13-2010, 03:25 PM
Is this a render of a game model or whats the purpose of this? Why not go for a realtime render instead to get a more accurate "game feeling" to it?
bloodmoon
01-13-2010, 03:32 PM
Is this a render of a game model or whats the purpose of this? Why not go for a realtime render instead to get a more accurate "game feeling" to it?
I'll do that at later since I needed renders right now and I'm not so familiar "yet" with in example marmoset or UDK. (Trying to learn) ^_^
Is that you Kostas?
kodde
01-13-2010, 10:54 PM
Is that you Kostas?
The one and only :)
If you want even more sharpen then that, get into the "effects" tab of the texture node and put the filter into 0.1 or 0.01 instead of 1.0, that might help, it does for me anyway.
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