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View Full Version : Axis angle affects editor lighting?


Iggy
08-11-2003, 06:04 PM
As I manipulate the axis rotation on some of my components, I find that it seems to affect the lighting for that part in the editor. I haven't tested to see that it effects the render yet, but I find it strange and somewhat annoying. Can anyone tell me what is happening here and how I can put a stop to it?

JIII
08-11-2003, 07:00 PM
thats odd i found it impossible to reproduce in my C4D.

Iggy
08-11-2003, 07:15 PM
Here's what I'm getting. Take a look at the three images and notice that the only difference between them is the P rotation (look at the axis symbol). The only light in the scene is the default.

http://www.mechanolatry.com/images/cgtalk/axislight0.gif
http://www.mechanolatry.com/images/cgtalk/axislight90.gif
http://www.mechanolatry.com/images/cgtalk/axislight180.gif

It's really weird. I've got no current explanation for it. I've also had very little time to fool with it so far, so I haven't experimented with much in the way of fixes. I've scanned prefs and such to see if there was some setting that I hadn't seen before, but I've got nothing.

JIII
08-11-2003, 07:49 PM
hmm well it kinda makes sense the lighting is based on how the object is facing. So turning the object axis is like turning the object sorta.

Thats just my guess that the lighting is based in someway on the axes and there orientation.

hmm I don't think this will be covered in the manual. unless you want to switch to flat shading from gourad i don't think you can stop this.

I would not really call it a bug but it was probibly not designed to do this.

Iggy
08-12-2003, 05:34 AM
This seems to affect my renders too! What the hell is it? Some components on my renders don't react the same to the lighting (real lights now, and a material) with the axes in different orientations. But I need the axes in those locations for some Xpresso calculations. What's the deal? Anyone seen this before? :argh:

AdamT
08-12-2003, 05:54 AM
Originally posted by Iggy
This seems to affect my renders too! What the hell is it? Some components on my renders don't react the same to the lighting (real lights now, and a material) with the axes in different orientations. But I need the axes in those locations for some Xpresso calculations. What's the deal? Anyone seen this before? :argh:
No, and I have no idea what could be causing it. I suggest you send the scene to Maxon tech support and see if they can figure it out.

Iggy
08-12-2003, 12:32 PM
Thanks Adam, I'll do it this morning.

brammelo
08-12-2003, 01:29 PM
Iggy: did you try copying your scene and pasting it in an empty file?

Cheers,
Bara

Iggy
08-12-2003, 01:35 PM
Now that you suggested it I have. (Thank you.) But it didn't help. To be honest, I hadn't realized how potentially serious this problem was. This scene is a critical part of my animation, which must be completely rendered by middle of next week. It's chock full of moderately complicated Xpresso. I would *hate* to have to rebuild anything. I just thought that it was some strange feature that I hadn't noticed before.

Well, I sent the scene file to Maxon this AM, so hopefully they'll get a chance to have a look when California gets out of bed. What's their response time typically? I've gotten so much help from ya'll that I haven't had to send them anything before.

brammelo
08-12-2003, 01:51 PM
Response time depends on the situation, but if you need it urgently, send a PM to Srek. He might be able to pull a few strings. But don't overdo it :)

Cheers,
BaRa

Iggy
08-12-2003, 07:10 PM
If anyone wants to look at this scene file it's posted here:

Axis Light Scene File (http://www.mechanolatry.com/images/cgtalk/Sentry.zip)

Per-Anders
08-12-2003, 07:15 PM
it's the "BaseTags" in there (called normal), don't even know how you got them there, anyhow, lemme just compress the file again and re-upload it for you fixed.

Iggy
08-12-2003, 07:26 PM
Sadie, that's...that's it!! WOW! I...I think I love you! :love:

For some reason my imported parts come in with those. I hadn't messed with them, but I'll strip them all out now... I can immediately see that you're right. In order to get a good editor view I have to turn on the angle limits in the phong tags.

Sadie! You've saved me! THANK YOU! :bowdown:

So can you explain what those tags actually do? When are they called for?

Per-Anders
08-12-2003, 07:28 PM
here it is, you'll have to fix the phong tag breaks, i did the first one just to check (don't know what method you used to construct the geometry, but you may get some nasty artifacting when you bend this). anyhow, hope this helps.

http://www.peranders.com/c4d8/samples/c4d/sentry2.zip

Per-Anders
08-12-2003, 07:32 PM
all tags in cinema are forms of "basetags", and there are a number of tags that normally aren't visible attached to an object (like spline tags). it looks like the type of basetag you had was one that affected the normals of the object or the phong shading. when cinema comes accross a basetag that's set to display, or that's not standard (and not normally accessable) it'll just display it like you had in your scene.

oh and i forgot, you may just need to lower the angle limit on the phong tags rather than use "breaking" on them, and it might give a satisfactory result.

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