Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Dec 13 6:58 am)
Some further experimentation - it seems to be something to do with the mesh object (originally an .obj file, imported via Poser, because otherwise Vue doesn't read the material zones). If I go to edit object and deselect "double-sided mesh" the speckles go (but so does part of the mesh). On the other hand, if I change the lights, or replace all the materials with flat white, it has no effect.
I have that when i use lights with softness - especially when that softness is too high. If you have that in your scene, try to reduce that softness - for tests - to zero and look again. And then increase slowly. My experience is that all over 10 can be critical with imported Poser meshes.
One day your ship comes in - but you're at the airport.
"It seems perhaps to be a bug in the Vue render engine." I'm not so sure...bet any money that it was a boolean operation that created the square opening in that wall and/or used somewhere in the creation of the object. Booleans are evil grrrrrrrr :P ;) Cheers
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I've tried bake to polygons and it doesn't work. I can well believe that a boolean somewhere in the mesh may be the culprit, but surely the fact that a boolean was used in the creation of a mesh should not make it render funny unless there was a problem in the render engine. I've rendered the same mesh in Bryce often enough with no problems.
Well, I tried exporting the mesh from Poser as a 3ds file, taking it into Rhino, exploding it, removing the end wall, replacing the wall with a plain box, creating a new obj file, taking that into Poser and thence into Vue, and lo and behold the problem still occurs. It doesn't seem so bad as it was before though. I think the trouble may not be with booleans but meshes with no thickness. That end wall seems not to have been a boolean, because the sides of the opening were individual surfaces.
I've tried everything that's possible within the "edit object" window. Yesterday I had the same problem with a completely different mesh that I made myself. One part of the mesh was a boolean (a box with another box clipped out of it) and that part of the mesh object was heavily speckled - much worse than in the examples above. When I split the object by materials, the speckles vanished. With the mesh shown above, splittling by materials has no effect. It's very weird, and I say it's a bug. It just shouldn't happen, and it doesn't in other render engines.
I got those speckles, too. Mostly on procedural ciment or mortar surfaces : I wanted to reproduce the grain of the surface, so I pushed the fractal generator in the editor, plus the final bump size, and scale. Horrible results, mostly on surfaces which nearly face the cam. Annoying when animating : those speckles flicker ! Can't show those clips. Pushing up the number of ray reflexions only changed the time for rendering, and gave nicer reflexions of those speckles in the window panes. When I turn down the fractal generator to medium levels, things get better, but the texture won't look like I wanted it to. I thought, kind of untrapped overflow or division by zero, somewhere in the bump calculation part of Vue. Perhaps I should try bitmap bumps for such surfaces ?
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