View Full Version : How come I'm getting non-planar shadow artifacts on my Sub-D object?
Carm3D 11-06-2003, 10:19 PM I thought Sub-D's were tripled at render time.
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ngrava
11-06-2003, 10:36 PM
They should be. Let's have a look at the cage and the resulting wireframes. That might help in figuring it out
If you pick wireframe view in Layout it will show you what the tessellation looks like. I'm not sure if you already know this or not but just to be safe, have a look at the object properties panel and see what your subpatch division level is. Make sure that it's the same for view as it is for render so you can see what's really going on.
Also, Make sure that it's set for "last" in the subdivision order. Some times when you have a low-res subpatch object that's deformed with bones, having this set to "first" will cause issues like this.
-=GB=-
DaveW
11-06-2003, 10:44 PM
Make sure you use hi-res shadowmaps (default 512 is way too low) and make sure the subdivision order is at least set to "after bones" and make sure you're subdividing it enough.
Carm3D
11-06-2003, 11:24 PM
Here's a wireframe. Sub-D order is "After Bones" because I intend to use Sasquatch with him and you can't have it be "Last" with Sasquatch.
The light casting the main shadows is a point light.
http://www.Carm3D.net/Artifacts.GIF
Carm3D
11-06-2003, 11:29 PM
Oh he wants a cage too? Here's a wire with sub-D level at 0.
http://www.Carm3D.net/Artifacts2.GIF
madrenderman
11-07-2003, 02:40 AM
you can use last mode, it's implemented from sas from 1.5 version.
have a nice day.
Fasty
11-07-2003, 05:12 AM
Perhaps set the subdivision level higher when rendering? I've had this problem too and that's my only suggestion, other than adjusting geometry flow.
Carm3D
11-07-2003, 05:55 AM
Yeah I was afraid of that. :(
http://www.carm3d.net/Yow2.JPG
At least the texture-mapping is looking good. :)
Fasty
11-07-2003, 06:12 AM
A thought just came to me, check to see if double-sided is turned off for good measure. That might help.
Carm3D
11-07-2003, 06:21 AM
Nope! It's single-sided. :)
ngrava
11-09-2003, 11:04 AM
Wait a minute... Your main light source is a point light so you're obviously not using shadow maps... Yet I see soft shadows... The only way I know of to get soft shadows other that using shadow maps is to use Area lights. But you said it was a point light... Or... Are you using G2 or Shadow designer or something like that? Maybe some kind of surface shader that you forgot to mention?
Just for kicks, increase your subpatch division and see what it does... Are you using any endomorphs in those areas?
Really though, when I look at it, it really looks like it's a deformation issue other then anything else. Like it was mentioned before, you can set the subdivision to "Last" with Sasquatch now. I just finished working on the Klondike bear and I can assure you that it works just fine that way.
By the way, I really like your model. Especially the hands. Nice job.
-=GB=-
Nemoid
11-09-2003, 11:19 AM
Its strange.
usually sub.d get tripled so no prob of shadows for non planar faces. some strange issues can derive from weight maps borders, or a low sub d level in rendering.
BTW did u tried with a different light set, like a simple spot light very opened 40-50 cone angle and a good faloff with inverse distance setup? u can use shadows maps with it and see if smth changes in rendering. with this setup you can also use GI with radiosity in backdrop only for a more realistic( with human render times) rendering as well.
just my 2 cents
Fasty
11-09-2003, 11:04 PM
Just had another thought, have you tried merging points then shift-i to unify polygons?
Carm3D
11-09-2003, 11:13 PM
ngrava,
> Like it was mentioned before, you can set the
> subdivision to "Last" with Sasquatch now.
> I just finished working on the Klondike bear and
> I can assure you that it works just fine that way.
Yeah I have it set to "Last" now.
> By the way, I really like your model.
> Especially the hands. Nice job.
Thanks. :)
> Wait a minute... Your main light source is a point light so you're obviously not using shadow maps...
My key light is a point light, I have other filler lights that are spot lights with soft shadows.
http://www.carm3d.net/media/Guy_WIP.JPG
As you can see here, the key light is making soft shadows because I'm using the spinning light trick.
> you said it was a point light... Or... Are you using G2 or Shadow designer or something like that? Maybe some kind of surface shader that you forgot to mention?
I am using G2 but no area lights, and not using Shadow Designer (I have that but never use it).
Fasty,
Tried it.. no polys unified.. It was all-good.
Carm3D
11-10-2003, 11:01 AM
I made the key light a spotlight... Cuz of the Sasquatch shadows. :)
See the latest in the previous message.
ngrava
11-11-2003, 05:02 PM
Yeah, that's messed up. I've never seen LW mess up that bad. I've never used G2. Have you tried to render without it? You never know. I'd also try again without the Spinning lights. I've seen them cause issues before. What happened to me is that some polygons where receiving odd shading just outside of the shadow boundary. Didn't look to much like what's happening to you but it's Just a thought. The main thing to do when things like this happen is to turn off everything and get it to look right and then add your lighting effects.
-=GB=-
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