Image texture rendered badly in Blender cycles
Clash Royale CLAN TAG#URR8PPP
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty margin-bottom:0;
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3
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The texture looks correct in the preview but renders badly with vertical artefacts and looks very low resolution. What's going on here?
This render, focussed on just the label (128 samples) shows the damage:
rendering texturing 3d-view shrinkwrap
 |Â
show 1 more comment
up vote
3
down vote
favorite
The texture looks correct in the preview but renders badly with vertical artefacts and looks very low resolution. What's going on here?
This render, focussed on just the label (128 samples) shows the damage:
rendering texturing 3d-view shrinkwrap
It is not the texture that has poor quality, it is the whole render. You seem to be rendering at a low resolution
– Duarte Farrajota Ramos
Aug 27 at 12:40
I rendered at 4096 samples.
– Richard Holyoak
Aug 27 at 12:41
That sample count seems unnecessarily high for what seems like an outdoors scene. Anyway your issue is not sample count, it is render resolution, as in pixel size of the picture
– Duarte Farrajota Ramos
Aug 27 at 12:43
I've added a closeup on the label and simplified the node so the image texture node goes directly into a diffuse BSDF node then to the material output node.
– Richard Holyoak
Aug 27 at 12:44
Looking at the "750ml" part in the bottom right corner of the label the 7 and the 0 are clipped away leaving just "5ml" visible.
– Richard Holyoak
Aug 27 at 12:51
 |Â
show 1 more comment
up vote
3
down vote
favorite
up vote
3
down vote
favorite
The texture looks correct in the preview but renders badly with vertical artefacts and looks very low resolution. What's going on here?
This render, focussed on just the label (128 samples) shows the damage:
rendering texturing 3d-view shrinkwrap
The texture looks correct in the preview but renders badly with vertical artefacts and looks very low resolution. What's going on here?
This render, focussed on just the label (128 samples) shows the damage:
rendering texturing 3d-view shrinkwrap
edited Aug 27 at 12:58
asked Aug 27 at 12:25
Richard Holyoak
1566
1566
It is not the texture that has poor quality, it is the whole render. You seem to be rendering at a low resolution
– Duarte Farrajota Ramos
Aug 27 at 12:40
I rendered at 4096 samples.
– Richard Holyoak
Aug 27 at 12:41
That sample count seems unnecessarily high for what seems like an outdoors scene. Anyway your issue is not sample count, it is render resolution, as in pixel size of the picture
– Duarte Farrajota Ramos
Aug 27 at 12:43
I've added a closeup on the label and simplified the node so the image texture node goes directly into a diffuse BSDF node then to the material output node.
– Richard Holyoak
Aug 27 at 12:44
Looking at the "750ml" part in the bottom right corner of the label the 7 and the 0 are clipped away leaving just "5ml" visible.
– Richard Holyoak
Aug 27 at 12:51
 |Â
show 1 more comment
It is not the texture that has poor quality, it is the whole render. You seem to be rendering at a low resolution
– Duarte Farrajota Ramos
Aug 27 at 12:40
I rendered at 4096 samples.
– Richard Holyoak
Aug 27 at 12:41
That sample count seems unnecessarily high for what seems like an outdoors scene. Anyway your issue is not sample count, it is render resolution, as in pixel size of the picture
– Duarte Farrajota Ramos
Aug 27 at 12:43
I've added a closeup on the label and simplified the node so the image texture node goes directly into a diffuse BSDF node then to the material output node.
– Richard Holyoak
Aug 27 at 12:44
Looking at the "750ml" part in the bottom right corner of the label the 7 and the 0 are clipped away leaving just "5ml" visible.
– Richard Holyoak
Aug 27 at 12:51
It is not the texture that has poor quality, it is the whole render. You seem to be rendering at a low resolution
– Duarte Farrajota Ramos
Aug 27 at 12:40
It is not the texture that has poor quality, it is the whole render. You seem to be rendering at a low resolution
– Duarte Farrajota Ramos
Aug 27 at 12:40
I rendered at 4096 samples.
– Richard Holyoak
Aug 27 at 12:41
I rendered at 4096 samples.
– Richard Holyoak
Aug 27 at 12:41
That sample count seems unnecessarily high for what seems like an outdoors scene. Anyway your issue is not sample count, it is render resolution, as in pixel size of the picture
– Duarte Farrajota Ramos
Aug 27 at 12:43
That sample count seems unnecessarily high for what seems like an outdoors scene. Anyway your issue is not sample count, it is render resolution, as in pixel size of the picture
– Duarte Farrajota Ramos
Aug 27 at 12:43
I've added a closeup on the label and simplified the node so the image texture node goes directly into a diffuse BSDF node then to the material output node.
– Richard Holyoak
Aug 27 at 12:44
I've added a closeup on the label and simplified the node so the image texture node goes directly into a diffuse BSDF node then to the material output node.
– Richard Holyoak
Aug 27 at 12:44
Looking at the "750ml" part in the bottom right corner of the label the 7 and the 0 are clipped away leaving just "5ml" visible.
– Richard Holyoak
Aug 27 at 12:51
Looking at the "750ml" part in the bottom right corner of the label the 7 and the 0 are clipped away leaving just "5ml" visible.
– Richard Holyoak
Aug 27 at 12:51
 |Â
show 1 more comment
2 Answers
2
active
oldest
votes
up vote
4
down vote
The shrinkwrap modifier must be applied first, before the subsurface modifier.
add a comment |Â
up vote
-1
down vote
It seems low resolution rendered image. You should check the resolution of render image.
It's not related to resolution or sample count. I've added another screenshot close up to the label. The vertical clipping is very clear in it.
– Richard Holyoak
Aug 27 at 12:49
add a comment |Â
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
4
down vote
The shrinkwrap modifier must be applied first, before the subsurface modifier.
add a comment |Â
up vote
4
down vote
The shrinkwrap modifier must be applied first, before the subsurface modifier.
add a comment |Â
up vote
4
down vote
up vote
4
down vote
The shrinkwrap modifier must be applied first, before the subsurface modifier.
The shrinkwrap modifier must be applied first, before the subsurface modifier.
answered Aug 27 at 13:03
Richard Holyoak
1566
1566
add a comment |Â
add a comment |Â
up vote
-1
down vote
It seems low resolution rendered image. You should check the resolution of render image.
It's not related to resolution or sample count. I've added another screenshot close up to the label. The vertical clipping is very clear in it.
– Richard Holyoak
Aug 27 at 12:49
add a comment |Â
up vote
-1
down vote
It seems low resolution rendered image. You should check the resolution of render image.
It's not related to resolution or sample count. I've added another screenshot close up to the label. The vertical clipping is very clear in it.
– Richard Holyoak
Aug 27 at 12:49
add a comment |Â
up vote
-1
down vote
up vote
-1
down vote
It seems low resolution rendered image. You should check the resolution of render image.
It seems low resolution rendered image. You should check the resolution of render image.
answered Aug 27 at 12:46


Jin K
41
41
It's not related to resolution or sample count. I've added another screenshot close up to the label. The vertical clipping is very clear in it.
– Richard Holyoak
Aug 27 at 12:49
add a comment |Â
It's not related to resolution or sample count. I've added another screenshot close up to the label. The vertical clipping is very clear in it.
– Richard Holyoak
Aug 27 at 12:49
It's not related to resolution or sample count. I've added another screenshot close up to the label. The vertical clipping is very clear in it.
– Richard Holyoak
Aug 27 at 12:49
It's not related to resolution or sample count. I've added another screenshot close up to the label. The vertical clipping is very clear in it.
– Richard Holyoak
Aug 27 at 12:49
add a comment |Â
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It is not the texture that has poor quality, it is the whole render. You seem to be rendering at a low resolution
– Duarte Farrajota Ramos
Aug 27 at 12:40
I rendered at 4096 samples.
– Richard Holyoak
Aug 27 at 12:41
That sample count seems unnecessarily high for what seems like an outdoors scene. Anyway your issue is not sample count, it is render resolution, as in pixel size of the picture
– Duarte Farrajota Ramos
Aug 27 at 12:43
I've added a closeup on the label and simplified the node so the image texture node goes directly into a diffuse BSDF node then to the material output node.
– Richard Holyoak
Aug 27 at 12:44
Looking at the "750ml" part in the bottom right corner of the label the 7 and the 0 are clipped away leaving just "5ml" visible.
– Richard Holyoak
Aug 27 at 12:51