Shademaster opened this issue on Dec 18, 2002 ยท 10 posts
KattMan posted Wed, 18 December 2002 at 6:20 AM
I did some tests on this a while back targeting the glowing nostrils problems. This I think is a similar issue. I'll try to locate the images I created for that test but here is what I found. Loading vicky in and zooming in on her face and rendering with one light with all rotations on it set to zero with the excpetion of moving it to our right by 40 degrees. With full vicky the nostrils glowed and the nose did not cast a shadow on the face. A ball placed on the tip of the nose did cast a shadow so I though maybe a mesh wouldn't cast a shadow on the same group it was in. This I found to be wrong in the next two tests. I used the grouping tool to spawn props and deleted the original vicky. Same problems with shadows and the ball still casted a shadow on her cheec with no coresponding shadow for the nose. Removed all props but the ones for her head and the ball at the tip of her nose. This left me with just her eyes and her head loaded, a real low poly count left. The shadows now showed up! The nostrils no longer glowed and the cheeck received the shadows from the nose, at this point I removed the ball and it actually looked excelent. So this lead me to think that it might have been a ploy count issue but then I got to thinking. Poser shades using two different methods. Depth shading: This is where poser calculates simulated shadows depending on the depth of a vertex in the mesh itself, this assumes lighting is coming from the camera. Shadow mapping: This is where you can increase the resolution of the shadow map for each light. Now if your mesh is small and compact with just one single UVMapping texture then this gets cheap. Think of it this way, for every texture you have loaded, poser creates a copy and paints it's shadows on it, the higher resolution in your shadow setting uses a higher resolution shadow map. THis map gets spread out for all of your items. How does this translate? FOr large items, the shadow map can't get big enough to adequetly paint shadows that will show up. For lots of items, the shadow map gets split between all the different items and once again the resolution becomes far to small to actually see the shadows show up. This problem is inherent to Poser 4's rendering engine with no way to truely correct it. Someone else took the same tests to Poser 5 to see if the problem was fixed, and under certian settings it was. You have to have raytraced shadows on I know, but unsure of the other settings. Hope that helps exaplin it.