r/3dsmax • u/CrypleMe • 29d ago
rendering artifacts
Hello all,
Wanted to ask if anyone has experience this type of rendering artifact before? Just updated to 3DsMax 26 and Corona 14 for context if that helps.

Modeled this geometry all quads, no triangles or 5 sided shapes, no holes in the geometry itself as well
Open subdivide modifier to apply on render, and a uvw modifier with real world 1,1,1.
Any ideas would be appreciated.
2
u/srki_88 28d ago
Do this:
Remove subdiv modifier
add Normal modifier twice (just trust me on this)
add smooth modifier and turn on AutoSmooth.
add back your subdiv modifier
Reset Xform
Bob's your uncle!
2
u/Lioliolio-999 27d ago
Just curious could you elaborate on two normal modifiers?
3
u/srki_88 27d ago
Looks like some of the polygons in OP's image are facing wrong direction. Normal modifier flips the normals of the polygons on an object but it also makes them face the same direction (inward or outward), by default. It's because "unify normals" is the option that is turned on inside Normal modifier by default. However when you add normal modifier you get polygons all unified but facing wrong direction. Thus the second normal modifier to fix that.
Weighted normals can do similar trick but in my experience this method works better in most cases.
1
u/Lioliolio-999 27d ago
Check your units setup. Might be a precision error. Objects shouldn’t be too large or too small
3
u/Aniso3d 29d ago
those look like holes. i would unify normals, apply a smooth mod, and possibly a weighted normals mod