View Full Version : Glowing nostrils and mouth
ACFred 10-08-2002, 04:51 AM I'm finally getting around to animating my facial rig and on a test render find that the mouth and nostrils refuse to be shadowed.
Here's the pic:
http://www.community3d.com/stuff/glowing_nose.jpg
As you can see, the nostrils and the mouth are totally lit up, even though you can tell from the lighting that they should be in shadow.
I tried throwing a sphere with shadow casting only up his nose (he didn't like that) and the nostrils still glowed.
I'd rather spend my time trying to debug my rig and animation, so can one of you help me out with some suggestions on what to try?
Thanks,
Alec
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playmesumch00ns
10-08-2002, 07:54 AM
Not really sure what's going on. Perhaps you could post a wireframe showing light positions? Also try just putting one raytraced-shadow light to one side or behind him and see if this still happens. It could be something with your geometry (is it NURBS or polys? - maybe your normals?). You could try putting a shadow mapped negative intensity light up his nostrils (he won't like that much either!) to "suck" the light out.
MCronin
10-08-2002, 08:19 AM
By default in 3D graphics, lights are projected right through sufaces.
You need to either use raytraced shadows or shadow maps to get proper shadows.
sasquatch
10-08-2002, 02:22 PM
There's no shadows being cast on that at all.
What kind of shadows are you using? Have you enabled raytracing in the render globals?
DesignDawg
10-08-2002, 02:25 PM
Yep. You need some cast shadows. If that doesn't completely solve your problem, you may try some negative intensity lights.
Ricky
P.S.-- Even some of the characters in FF TSW suffered from glowing nostril syndrome (GNS) :)
ACFred
10-08-2002, 05:39 PM
Great response! Thanks folks.
Well, originally, I had 2 directional lights and one spot light, with depth map shadows on the spotlight only.
I guess the shadow intensity for that one light wasn't enough to counter the strength of the directionals, even though they were turned down a bit.
I got much better results after turning on shadows for both of the directionals.
Here are the depthmap and raytraced shadow results:
http://www.community3d.com/stuff/glowing_nose3.jpg
http://www.community3d.com/stuff/glowing_nose2.jpg
Thanks for all of the input. It definitely made my life easier.
Alec
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