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chrono_one

blender loss of definition

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So I'm learning to model charactors in blender. They look pretty good within the program. but when I render, the lighting makes it look..bad. Here's an example of what it looks like before I render:



And Here's after:



It just looks a lot more complicated and messy. There's a bunch of triangles in there. Is this just a fact of life, and I'll have to adjust? Or is there a way to change the lighting? Thanks.

[Edited by - chrono_one on July 14, 2010 9:24:17 AM]

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Blender (actually, all 3D modeling programs) represent all n-sided polygons internally with triangles. The ray tracer is ray tracing those triangles.

However, the reason that you are seeing this is that some of your quads are "twisted". Because they are non-planar, the triangles comprising the quads are visible. I would suspect that Blender's interactive renderer is setting one shade per quad, which is not mathematically correct. Since a ray tracer is a physically-based, mathematically correct renderer, each triangle will have its own shade based on its orientation to the light source.

Basically, you need to fix your model.

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