Hi guys, I’m having a bit of an issue with the normals and reflections on the base of my lamp.
The biggest problem? It’s inconsistent between the render preview and the actual render which is just baffling the death out of me
This picture is from the render preview
and this is from the actual render
The material for the base is the same as the lamp shade itself, just a diffuse shader and glossy shader going in to a mixer like Mike does in the video.
I suspect it has something to do with the Edge Split modifier I ran on it back when we were reducing the number of triangles which is making it look ugly (bye bye smooth shading, bonus browny points if you can tell me how to make it smooth again!), but I didn’t notice it then as there was no specular lighting.
I hope one of you guys can help Thank you in advance!
Solution
I had my bezier curve and circle from the base rendering with it! Strange it didn’t show up in the preview though!
Remove Doubles gets it smooth again (Thank you internet!)
Here’s how it looks now
I will leave this thread here in case somebody else has similar issues