I've never posted here before, mostly because I feel like a total beginner whenever I browse through all the cool stuff you people come up with. I'm saying this because the only reason I dare post today, as a hobbyist, is I ran tests and searched for an answer for several days, to no effect, which troubles my mind considering the amount of tutorials and threads around. I have hope you can help me with my problem.
Here's the situation. In order to learn Maya, I'm using my room as a template I'm trying to rebuild, which means modeling every object, texturing and lighting them with as much fidelity to reality as possible (I can try!). While everything I've attempted to create so far is a work in progress, nothing strikes me as something I cannot do given enough time, research and effort. I think I have a good clue on how to improve (and finish) the keyboard, the mouse, and anything else that needs to be done; I also am aware the lighting and current textures could be much better and I have plans to rework them in due time. (I really only started working on them a bit to convince myself I can achieve decent results.)
The one detail that I absolutely don't know how to correct however is the reflected texture of the bed sheet in the mirror. As you can see on the render below,
the texture quality is fine (well let's say it accurately renders the .jpeg) on the bed sheet corner lying on the matress itself and it's also fine on the ''falling'' portion reflected in the mirror. But the reflected portion of the bed sheet that is on top is blurry, something I cannot explain even after reading and trying many many tweaks.
Below you have the geometry of the bed sheet
which is a standard cube I resized while applying a smooth preview. The shader is a mia_material_x, which only altered settings are the reflectivity and the diffuse color channel to which I assigned a texture, a 1680x1634 pixels jpeg of a photograph I took. The shader has also been applied before I created the nCloth (with more or less using the default silk preset).
As for the mirror's shader, it's also a mia_material_x with the following settings:
Diffuse Color = black
Weigth = 1.0
Roughness = 0
Reflection Color = white
Reflectivity = 1.0
Glossiness = 1.0
IOR = 1.4
Color = white
Transparency = 0
Thin Walled & Transparent shadows checked
Anisotropy = 1.0
0 Degree Reflection = 1.0
90 Degree Reflection = 1.0
(I don't know if there's any other meaningful paramater I should list.)
The scene is lit by 3 point lights emitting about 100k GI and Caustic photons each, with raytrace shadows enabled. Other render settings include normal Final Gather and Ambient Occlusion settings. There is also only a Master layer.
With that in mind, does anyone have an idea of what's going on?
All help will be appreciated.