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View Full Version : Possible bug found... lighting errors C&C please


That Adrian Guy
07-19-2002, 06:19 AM
Hi everyone, it's been a while since I posted everything (having been busy moving, finding a new job, settling, etc...)

I just started this today... and I thought it was funny that the "auto light" works perfect on a render, but when I add a light that uses shadows I immediately hit some problems.

Now... there is a solution, I can subdivide the mesh so that the inconsistancies are smoothed out... but... my cpu coughs everytime I do that. Anyway, here's a pic of the problem:


http://www.geocities.com/adranmor/b1.txt

here's the same mesh unsubdivided

http://www.geocities.com/adranmor/b2.txt

Anyone know what's going on?


by the way, your crits on the actual model is welcome!

LucentDreams
07-19-2002, 07:39 AM
send me the file and I'll fix it, but this isn't a bug, it is regarding the phong smoothing algorithm and the shadow. quite common, and the reason the smooth mesh doesn't encounter it is because it is smoother and smaller polygons, the shading of the phngs is there fore smoother and more accurate. For more info on this, look at pages 455 and 456 of the XL 7 manual (not sure what pages in the XL 6 manual, but in the section about the object manager).

kiwi
07-19-2002, 09:09 AM
Interesting...its almost like the smoothing tag has been over written somehow :hmm:



Stu.

neilyb
07-19-2002, 10:41 AM
Omni lights, with falloff and soft shadows? I kind of like the effect. Tell us how to fiy it though Kai.....pleeeeeeeeeeease...

That Adrian Guy
07-19-2002, 02:25 PM
I sent ya an E-Mail Kaiskai, by the way I found the problem is *mildy* remedied when the whole scene is scaled down. (ofcourse then I have to deal with other problems.)


Thanks for the help!

ndat
07-19-2002, 04:02 PM
Ive had some strange scaling probs too it seemed that the scene was scewed out of prespective when it was too big. This probally doesnt pretain but I thought it was strange anyway.

LucentDreams
07-19-2002, 05:40 PM
Originally posted by ndat
Ive had some strange scaling probs too it seemed that the scene was scewed out of prespective when it was too big. This probally doesnt pretain but I thought it was strange anyway.

Just curios how do you scale your camera???


Playing aorund with your file I will send it back toi you in a minute or two, there are quite a few things taking effect on your model , a lot of these are the same issues I ran into with my tutorial head as the model was quite large as well. Fist thing to do is scale down, that will almost solve ytour issue, you can always increase the sample size ou your shadow maps and increase the map size might make a difference but typically not. Increase your smothing a little, say 125 or so. These things should all help and in your case did, though they are affecting your render times a little too.

The biggest issue other than the size, is the construction of the model, you have many really long oddly shaped quads, this creates odd subdivisions, and also unalligned normals (that you simply can't align with the align normal function due to the nature of the quads.) Try to keep the quads as square and flat as possible throughout the model this will help a lot. keep models a lot smaller, light objects should be more than white dots in scale with objects within a scene. I also fixed your symmetry so it works properly, always have the symmetry within the HN not the other way round.

That Adrian Guy
07-22-2002, 05:53 AM
Heck yeah! Thanks Kaiskai!


I was fiddling with that sample setting, it's pretty wild how much high sample shading can add to render times

ndat
07-22-2002, 06:54 AM
I kinda liked what the strange symmetry did to it, gave it a cool stylized effect.

I’ve never really scaled the camera what I meant was that the stuff got to big for the cameras view and became skewed from what it should be. And as such the lighting, shadows, reflections, etc... are all thrown out of wack... Im not sure what it is caused by but the only way I was able to fix it was to scale down all of the objects in my scene. I have also noted small minuscule accounts of this happening that are hard to catch but do screw with your scene.

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