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View Full Version : possible bug with ' self shadow ' setting


MoodyB
04-09-2006, 09:09 AM
Might have found a bug in Studio with ' self shadowing ' when used with transparency mapped objects ( haven't done more tests to see if it affects unmapped objects ). I have a grass object that is made up from lots of single faced polygons intersecting one another. The object has double-sided turned on and the polys are uv mapped with a bitmap in the diffuse and transparency channel ( jpg in colour, tga in transparency ).

self shadowing turned on :

http://img239.imageshack.us/img239/1296/selfshadowingon3aj.th.jpg (http://img239.imageshack.us/my.php?image=selfshadowingon3aj.jpg)

self shadowing turned off :

http://img108.imageshack.us/img108/729/selfshadowingoff7tf.th.jpg (http://img108.imageshack.us/my.php?image=selfshadowingoff7tf.jpg)

Tried turning the transparency threshold to 0 to see if that helped, but it made no difference. It was set at the default of .02 for both images.

I've uploaded a file called ' grass.zip ' to the Yahoo groups file area if you want to test it out for yourself.

MoodyB
04-09-2006, 11:28 AM
This isn't really a bug and wont bother / affect a lot of people, but canging the tone mapping value affects the brightness of the material previews :p Makes sense as it's using the render engine to generate them, but I always wondered why they were changing brightness when previewing materials. Didn't think it was because I was tweaking the tone mapping value for the final renders :banghead: :)

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04-09-2006, 11:28 AM
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