Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 10 3:47 pm)
Attached Link: http://www.keindesign.de/stefan/poser/firefaq.html
Have you checked to make sure there were no "stray nodes" with things plugged in? I don't know how this kind of thing would happen in rendering if there isn't a node causing it, but you might be able to find an answer at the website attached. Unless this is an extension of the "smooth polygons" glitch...? Try rendering without the "smooth polygons" option checked and see what happens.It's definitely a geometry issue of some sort, though it could be caused by smoothing, displacement, bump, or texture filtering. Can you post a wireframe of ONLY on of the affected areas, or perhaps a chunk of the areas in a new, close up render? I'd like to see the specifics of it. in general, that ballooning would be caused by smooth polygons, but shutting them off for the whole scen may not be necessary -- select that object, go to the properties tab of the dials thingy, and uncheck smoothing for that item to check. hth, ynsaen
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
first....very nice render...well minus the defect...but great render anyway...nice effects with light, texture, and displacement.... about the defects....i get a similar trouble with single sided plane primitives (especially the vertical plane) with spotlights....the problem is when i point a spotlight at a vertical plane primitive i end up with grey and black checkerboard patterns....turning off the smoothing doesnt help...the solution i discovered was to replace the plane with a resized square primitive....the checkerboard patterns disappear if i use anything other than a plane primitive...this pattern shows up on a plane whether textured or not as long as a spotlight is used.....i wonder why.... i thinks its probably what ynsaen said about the geometry.... anyway.....i thought id mention it.....its kinda like your problem.... i guess if its possible you could replace the affected areas in your scene with a resized square primitive? or export a poser square primitive and incorporate it in your original mesh... if all else fails you can always use photoshop to cover the defects....
Thanks for the discussion. It's definitely not a stray node problem. I checked that. The geometry is a simple tiled plane made in C4D. It doesn't show any problems with Poser4 or Poser5 in other places. I didn't check the smooth polygon or texture filter thing yet. Have to try it. Looking at it only areas lighted by certain spotlights are affected. I also have to play with theses lights to see if this changes something. Thanks for your input, any other idea? - Walter
Without further data, kinda hard -- you say a tiled plane, which makes me further wonder about the mesh, again. But then you also note it's a certain spotlight, so... lol
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
Diolma has it dead on, Walter. Firefly does not render single sided planes very well in certain circumstances, and also does not handle places where two flat planes slightly overlap as well. Maya had the same issue with a couple of rendering engines it was using a generation back or so. The secret is to take a math node, set it to Subtract, change the first value to 0.05, and plug it into the displacement channel, which is then set at something like 0.01 or so. This will usually make the issue go away. Hope this helps :)
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
Attached Link: http://www.keindesign.de/stefan/poser/firefaq.html#2
Try increasing the shadow map bias.Hm...hab gerade leider keinen Deutschen Poser 5 zur Hand :-/ Wenn du in der Parameterpalette auf die Seite gehst wo du zwischen ray tracing und shadow maps wechseln kannst, gibt es dort zwei Raedchen. Eines davon zeigt Ganzzahlen an (damit wird die Weichheit des Schattens eingestellt) und eine mit 'ner Kommazahl, der Standard ist wenn ich mich recht erinnere die 0.8. Das ist der "shadow bias" Parameter, wenn du den hoeher stellst (versuch mal 1.5) sollten die Muster verschwinden.
You don't have atmospherics enabled by any chance, do you? Try really large values for the shadow bias, like 5 or 10. What could also work would be increasing the shadow blur - that other dial. And if you haven't done so yet, read Dr. Geeps tutorial about adjusting the shadow lite cams, that can also vastly improve the shadows. (wieder in Englisch damit die stumm mitlesenden auch was davon haben.)
dang. I'm going to follow this thread a bit. I'm very interested in knowing what does that. And, since I was rude and forgot to say so before -- that is one awesome set!
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
Hi stewer, I think I'm gettin to the point. The spot is showing up (y-direction) and is thus placed in a 90 angle to this wall. It is meant to light a completely different part of the hall. It is more than 10 poser units away from the wall (x-direction). So this is just stray light. The pattern definitely comes from the shadow map and no displacement helps. Other spots show the same behavior, but not as obvious as this one. You have to look very close to see it. It also seems that moving this light closer to this wall the pattern gets smaller. I have to verify that. At the moment I assume that there is a bug in rendering the shadow maps. To get this effect you have to place a spot quite a distance away from a wall in an angle to the wall about 90 and a wide light angle (near 160) to get the "best" effect. I will give 'disabling "cast shadows" a try.
Well glad That at least the answer came about! I only wanted to see the light set so I could maybe come up with a workaround that keeps the basic lighting system for you and to analyze the issue more closely. If Stewer's points help out, then groovy!
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
Quote - Diolma has it dead on, Walter. Firefly does not render single sided planes very well in certain circumstances, and also does not handle places where two flat planes slightly overlap as well. Maya had the same issue with a couple of rendering engines it was using a generation back or so. The secret is to take a math node, set it to Subtract, change the first value to 0.05, and plug it into the displacement channel, which is then set at something like 0.01 or so. This will usually make the issue go away. Hope this helps :)
marked
JD Wohlever
Techware
3D
pity there isn't a way to bookmark a thread without bringing it back to the top of the forum
Actually, LOL I just found a way.. At bottom of message before the Reply body hit the SUBSCRIBE button... DOH!
JD Wohlever
Techware
3D
thats good :)
..but a shame too as I was curious about what other threads may be revived from the dead
I've found the best way for saving is to use the favourites folder in IE,I've got material threads saved in one folder,lights & cameras in another..etc,etc
this thread is over 2 years old & I doubt its still being replied to so subscribing isnt much use
Cheers
Stefan
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