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irwazr
  • Member for 9 years, 5 months
  • Last seen more than 2 years ago
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Procedural material not bending correctly around mesh during animation
Thanks so much! Can't believe it was such a simple error! That's what I get for blindly just setting the input into my texture coordinate node!
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Procedural material not bending correctly around mesh during animation
lol sorry, I uploaded a version of the file before I added the material. Fixed now, thanks for letting me know.
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Cycles noise no matter what I do, and the denoiser makes it look cloudy
Thanks, I feel a bit stupid really, seems I wasn't upping the samples high enough. At 512+ it looks fantastic. Thanks for all the other tips too, I'm definitely going to be using them at some point.
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Cycles noise no matter what I do, and the denoiser makes it look cloudy
Thanks for the great responses. I'm going to try them out soon and will let you know how I go. I've played around with your suggestions on my laptop (where I do my sandboxing) but my main workhorse PC is doing other heavy lifting at the moment.
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Cycles noise no matter what I do, and the denoiser makes it look cloudy
That's the odd thing here, the renders above were with 256 samples, but doubling to 512 samples looked identically bad... so the old addage of "add more samples" doesn't seem to apply for some reason. I just tried changing my lighting out for a surface emission plane and noticed the noise drastically reduced at even 128 samples! So it must be something to do with using point lights.
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Attaching a nurbspath to a mesh (to create a rope attached to an object)
Ok I've tried to implement the solution you suggested using a cloth sim and it's clear now this is the better way to go about this. I thought I needed to simulate the cord using a curve, instead it seems best to make a mesh (from the curve if required) and then simulate it from there. Thanks again.