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Old 04-05-2011, 10:09 PM   #1
99prix
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Max 2011 Rendering distorted at 1,084,796M from center of 0,0,0

Im using max 2011, rendering in vray with a basic vray material with a simple difuse texture.

Im creating a space sceen and using real life measurements to space out the planets and stars and moons. I took my smallest moon and used that to caculate from KM into M into my sceen. And the furthest moon out in my sceen is at 1,084,796 M and when i render it looks as if somone cut it up like an onion. With black slices down the center of it and just completely distorted.

If i pull the moon back to the center of space it renders fine. Also bump and displacment are not affecting the outcome.

Bringing everything closer to eachother and larger is not a solution for this problem the scene needs to be in scale. With the distances closer and not to scale the shadows of the planets will project incorectly on the moons and other planets in the scene. Also the scene will have animation and if i pan around or behind a planet the other larger planets in the scene should barely move at all because of that distance between them.

Im looking for any advise on how to fix this. It has happend many times to me already, starting a whole new scene and still the same. If you want to see what happends basically put a geo-sphere or sphere in the center of space, make it large, add another smaller and pull it way out away from the ceneter or space and render and see if you get the same effect.

Any and all help would be greatly apreciated. Thanks.
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Old 16-05-2011, 04:31 PM   #2
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The only thing i can think of is the scale of the scene. i remember some years ago i had a problem like that. 3ds max cant work very good with objects very far away from the center.
select all the scene, then group it and scale it all down to see if it will work. nothing will change, you will only have to work in a scale like 1/10. in my work i do many architectural design and we often work in scale.
i hope this will work.
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Old 21-05-2011, 07:54 AM   #3
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It'll be the scale as suggested, depth buffers are only so accurate.

Work to scale or if possible just put the really distant objects in as a background image
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