![]() Increasing the anti-aliasing in render settings doesn’t help much neither.Ī great way to fix this is to create a Lens Shader in the camera attributes. When you hit on Create in the Lens Shader section of the camera, select physical_lens_dof.Įnter the Mel script “ addAttr -ln "dofLensSamples" -at "short" mentalrayGlobals“. Then type “ select mentalrayGlobals” in the Mel script area so it shows up in the attributes window. This smooths out the depth of field blurs. The default Plane parameter value was -10, which rendered out like this.īy changing the Plane value to -6 (which was approximately the negative of the Focus Distance), the render focused on the front macaroon again.Ĭompare the difference below. Left is what it looked like before with the default Maya depth of field, and the right is after the lens was created and samples were increased. It’s definitely looking less grainy, but it did involve quite a lot of trial and error. Share your method of applying DOF.Ensuring your vertices are properly accounted for can reduce rendering errors, modeling troubles and ease the UV tweaking process. In certain instances you can reduce poly count without losing useful geometry. This Documentation is Maya specific, but all of this information can be interpreted to be used in other 3D applications. One of the main concerns with clean geometry is stray vertices, hereafter called 2-star vertices. 2-star vertices occur when geometry is not as carefully removed and edited on a mesh. For example a series of edges may be unnecessary or need reworking on a mesh. When a series of edges is selected and deleted the vertices associated with those edges remain on the mesh. These 2-star vertices can cause rendering errors because they create n-sided faces (faces with 5 or more edges). Rendering programs have to triangulate all geometry, so an n-sided face can cause an error due to this extra edge. Go to Display -> Heads Up Display -> Poly Count This tool is used to keep track of the number of Verts, Edges, Faces, Tris, and UVs in a scene. ![]() Tip: One easy way to tell if you have any stray vertices. If you’re positive your model is all quads, there should be 2 more Verts than Faces. ![]() Use the Polygon Selection Constraint on Faces tool to isolate n-sided faces. These faces hold the 2-start verts that will need to be resolved. ![]()
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