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jadedchron
08-26-2004, 12:53 AM
Hey, guys. It's been a long time since I've worked with 3D, and now that I have a course on it, I can dip back into the wonderful world of 3D. I used 3ds max in the past, but now that I've upgraded, I am getting use to the new changes.

Anyway, my problem is when I create a simple box, apply a shell modifier (to make a room), create a [omni] light outside and render, my box seems to have cracks/leaks somehow when viewed from within the box.

I've tried searching on the subject matter, but most of it was dealing with radiosity and advanced lighting, while I'm dealing with something rather primitive.

Any ideas?

Thanks,

Nick

sundialsvc4
08-26-2004, 02:19 AM
This could be one of those 'computer moments' when "0.0001 is not equal to 0.0," if you catch my drift. You might have to select the various points and actually, explicitly, weld them together. Or block the light with another off-screen plane. Annoying, but it happens from time to time in all 3D packages, and the best solution is usually "whatever works."

Dark_ki_Flame
08-26-2004, 07:29 AM
Another thing you may want to try, is rather than shelling the box to make a room, flip the normals with the normal modifier. It'll be less bulky, and if you're in the room, what difference does it make?

TimWoods
08-26-2004, 07:37 AM
probably the settings on your light shadow. is it shadow mapped? then its the bias setting

jadedchron
08-26-2004, 04:30 PM
sundialsvc4, I need to keep this clean as possible for a course project [final], so I'm not sure I'll be able to do that. You're probably right about the code being dumb ;)

Dark_ki_Flame, I tried flipping Normals, and then cutting a hole (using the same light setup), but the results were far worse. It's as if the light treets the wall like it's not even there.

Tim Woods, I thought about that, but after trying a bunch of different biases,samples, and size settings, I couldn't get anything to change other than the softness of the shadow.

This is really starting to bug me out :scream:

TimWoods
08-27-2004, 06:11 PM
email me the file or post it up. i will have a look.

ToddD
08-27-2004, 06:51 PM
jadedchron (member.php?u=12826), I think you might be able to find an answer to this at cgarchitect, try searching their forum.

jadedchron
09-01-2004, 01:18 AM
I couldn't find it over at the Architect forums, but I did resolve the issue. Thanks everyone for your replies.

Multimediaman
09-01-2004, 06:32 AM
starting with a box or something with flipped normals in my experience is actually the best way I've found to do this, but to avoid the issues of the walls not even casting a shadows, I think in max 6 there's a shadow parameter in the lights that is something along the lines of "double-sided shadows"... might only be for raytraced shadows, not completely sure... if you're not on max 6, or of you don't see that option there, simply use a double-sided material on the shell of the room

jadedchron
09-01-2004, 06:35 AM
Thanks. I just needed to turn on shadows and then exclude them later. The flipped normals is a great trick for interior work, though.

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