Can anything be done about the distinct banding within the levels of detail
OK, I see from this thread you know about the problem
But are unable to fix it on MR?
So I guess given the other problems I can’t really use MR for this project?
Generally I would modify the settings on the Bermuda Mesh to tessellate it more to get more detail and attempt to reduce the banding. We had introduced render-time displacement, but it was for VRay, and rendertime displacement in 3dsmax is specific to each renderer.
The alternate method was to use the “Bermuda Normals” bump map, but as was stated in another thread, that map does not play well with mental ray’s “arch-design material” at the moment.