Hi Martin,
> but in the full render that Modo uses then the creasing shows ...
That's looking like a different kind of rendering artifact called "self shadowing" that can happen with raytraced shadows. It's probably possible to avoid it by adjusting some kind of shadow bias factor. Or you might try scaling your object up or down to match what Modo's built in shadow ray bias distance setting expects for objects to be generally sized at.
It's also possible that making a more regularly diced up mesh instead of one with long skinny triangles in it would help somewhat to avoid that kind of artifact as well, but I'd think that adjusting the bias render setting should do it, look for a setting like "self shadowing bias factor" or something along those lines - it probably needs to be bumped up.
You won't see any artifacts from raytraced shadows in the realtime modeling view because it's not doing shadows there.
> It's all very strange to me - This is why I said I have found with some models it's
> better to export as a coarse mesh and then edit it within the rendering package if
> it supports mesh editing of course, which in Blenders case is true.
I'd pretty much always recommend the reverse of this - just in general a more finely diced mesh will help avoid various kinds of rendering artifacts.
Some render engines may have other various settings that affect the render and the settings can be size dependent, I think that's what you're seeing with Modo there. To solve those you have to adjust the rendering settings, not really do anything different to the mesh itself.
> The final screenshot is from Keyshot, which shows no problems at all - Horses
> for courses by the looks of things
Keyshot probably does a better job of automatically managing this particular kind of render setting for you, probably in Modo it's a setting that needs to be manually adjusted to match the size of the objects that are being rendered.
Keyshot is sort of overall focused on trying to make rendering more of a single push-button thing without needing a lot of settings to adjust in order to tune things as is often the case with most renderers.
- Michael
|