
What is going on here? The shader on the organic
forms is the same shader
as on the background cube, the only difference is the shader
on the background
is supposed to be a HIGHER frequency with less of a bump
than what's on the
other forms. Does this have anything to do with the size of the model or the
number
of vertices in the model. Because I was unable to decimate the organic forms which
I created in the Metaball Modeler and then converted to Vertex, they are composed
of more than 34,000 polygons each. I used 3 master objects copied and rotated
to cut down file size. Any answers out there for this problem with the shaders?