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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 18 7:53 am)



Subject: Rendering Problem HEEEEELLLLLLP!


Skidlicious ( ) posted Wed, 09 June 2004 at 4:44 PM · edited Fri, 30 August 2024 at 5:55 AM

file_112313.jpg

I shrugged this off before but now it is really tuggin my nut hairs! Why is the wire frame showing through on this render? I quintuple checked to make sure it wasn't in the texture. It only appears in dark areas of the texture. PLEASE HELP MEEEEEE! E V S


PhilC ( ) posted Wed, 09 June 2004 at 4:54 PM

If you did this in Poser 5 would it be possible to post a screen shot of your Material room window?

philc_agatha_white_on_black.jpg


Skidlicious ( ) posted Wed, 09 June 2004 at 5:00 PM

file_112314.jpg

K


PhilC ( ) posted Wed, 09 June 2004 at 5:08 PM

OK, thanks. What does image map 2 look like?

philc_agatha_white_on_black.jpg


Skidlicious ( ) posted Wed, 09 June 2004 at 11:19 PM

file_112315.jpg

AND it only appears when I render from this angle. As I orbit to the right (mask's left) the wireframe problem shows less and less. E V S


Skidlicious ( ) posted Wed, 09 June 2004 at 11:23 PM

file_112316.jpg

See?


ronstuff ( ) posted Thu, 10 June 2004 at 12:00 AM

Your bump map should NOT be plugged into the Gradient_Bump Channel - it should be plugged into the Bump Channel and set the value to about .025. The ONLY thing that should be plugged into the Gradient_Bump channel is a *.BUM file - otherwise a grayscale image will cause shading issues with your material. That might not be the actual cause of your problem, but it may be a contributing factor.


Skidlicious ( ) posted Thu, 10 June 2004 at 12:10 AM

No dice. E V S


ronstuff ( ) posted Thu, 10 June 2004 at 12:14 AM

Is there any other material on the skull besides the Bone material that you are showing?


Skidlicious ( ) posted Thu, 10 June 2004 at 12:16 AM

nope other than preview I am having the same problem with another charcter and I haven't even applied textures or bumps yet. The mesh will whow right throught the diffuse color. E V S


ronstuff ( ) posted Thu, 10 June 2004 at 12:22 AM

I saw something similar happen once, and it turned out to be splines on the mesh object (splines are lines that have only 2 dimensions). Splines on the mesh will render black, but because they are usually coincidental with the edges of polys of the mesh they only show up when lighting and highlight combime to distinguish them from the surrounding elements. Set your specular color to black and see if they are still visible in a render.


Skidlicious ( ) posted Thu, 10 June 2004 at 12:26 AM

Black Specular = Same results. E V S


ronstuff ( ) posted Thu, 10 June 2004 at 12:40 AM

OK something is definitely SCREWY. Looking at your materials I can see NO source for the golden color of your material, so your screen shots definitely are missing something. Where is the gold color on the skull coming from?


ronstuff ( ) posted Thu, 10 June 2004 at 12:44 AM

If the preview color is yellow then it could be that your polys have been assigned to the preview material and the Bone material does noting. OR It could also be that the geometry is duplicated and one set is using preview color and the other is using the bone color. I think the geometry and the mapping are messed up.


Skidlicious ( ) posted Thu, 10 June 2004 at 12:45 AM

file_112317.jpg

No no no the issue I am having is the white wire frame showing through the texture around the blackened hole in the forhead. The gold is due to the lighting. E V S


ronstuff ( ) posted Thu, 10 June 2004 at 12:52 AM

Was this by any chance a 3DS model that you imported? If so this might be random polys with reversed normals. You can check with the grouping tool - if the entire surface is red and evenly distributed, the normals are correct. If it is black or blotchy with some black areas, they you have bad polys.


Skidlicious ( ) posted Thu, 10 June 2004 at 12:56 AM

file_112318.jpg

Here's the other charcter. Note no texturing done yet.

E V S


Skidlicious ( ) posted Thu, 10 June 2004 at 12:56 AM

file_112319.jpg

No problems in set up. E V S


ronstuff ( ) posted Thu, 10 June 2004 at 12:57 AM

Sure is hard to tell from what you are showing. Its a bit strange to begin with so hard to tell what is intentional and what is not. Could we see the wireframe (preferably hidden-line or lit wireframe) of the exact camera setting in the image just above? I'm having a problem identifying that "hole"in the skull and its relationship to the "mesh" lines you are getting.


Skidlicious ( ) posted Thu, 10 June 2004 at 1:00 AM

file_112320.jpg

The inside...


Skidlicious ( ) posted Thu, 10 June 2004 at 1:04 AM

file_112321.jpg

The wireframe...


ronstuff ( ) posted Thu, 10 June 2004 at 1:11 AM

Well, I'm still favoring the polyline/spline theory. I think that you've got some curves in your mesh that don't belong there, and it looks like some non-planar polys or concave polys near that hole. You could bring it into UV Mapper to see the splines and find any bad polys. Just put view wireframe on and be sure to have show backfaces ON also. Go to Select>Select Facets>Degenerate and then hit TAB to see the 3D view - rotate the model if you have splines they will show up as lines without any surfaces. Anyway good luck - this one is a toughie.


ronstuff ( ) posted Thu, 10 June 2004 at 1:13 AM

Yep - sure does look like some polylines on the mesh to me.


compiler ( ) posted Thu, 10 June 2004 at 5:06 PM

Several thread have pointed out that polygons with more than 4 sides wreaked havoc on Firefly. Do you have the same effect on meshes composed only of quadrangles ?


Skidlicious ( ) posted Thu, 10 June 2004 at 5:09 PM

I dunno. I never use Fire fly. It pisses me off. Too slow and I have a tendancy not to use textures in my characters sso it makes everythign all bulgy. E V S


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