Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 1:45 am)
Not easy to see whats wrong without a picture, but you can either model the whole structure (Floor, walls) in one mesh. Or you can let the different parts overlap a little and that way close the gaps. Depending on the complexity of the building, and how far you are in the modeling process, i find modeling the whole structure in one mesh to work best.
A couple of hints: First, the latest SR of Poser 7 helps a lot. See my example
in this thread:
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2747108
If the walls are separate one-sided panels, be very sure they meet
precisely to begin with. This sort of depends on how your modeler works.
You may even need to edit the OBJ file manually to be sure the vertices on
the left edge of Wall A have exactly the same X and Z values as the vertices
on the right edge of Wall B.
Another hint: In earlier versions of Poser, I noticed that separate walls would
sometimes show a crack if their parameters were visible; but when I made
their parameters hidden, the crack disappeared. Apparently Poser does
a little extra "thinking" when the parameters are available, and the "thinking"
makes it move the walls apart just a tad. I don't think this still happens
in 6 and 7.
My python page
My ShareCG freebies
One more trick, if all else fails: Do what a real carpenter would do.
Add a little molding or baseboard at the corners.
My python page
My ShareCG freebies
here's a lame example...i just threw this together working on the principal of it this is the wire mesh of a block with an interior modeled from one single object, the interior extruded inward
go that way really fast.
if something gets in your way
turn
again this is with depth mapped shadows. raytracing ignores the walls alltogether
also this had been shot mapped and unmapped in uvmapper...and also tried with exporting and welding verts and shooting again to no avail
go that way really fast.
if something gets in your way
turn
Can you try to take some screen shot with no light source and as a shaded wire frame object (F3 and F4) I think its your model that there might be something wrong with, and without being 100% sure, but it might be the normals that you have gotten turned around, as the mesh doesnt seem to receive any light in the last image, or did you move the light?.
What i meant with modeling the structure as one, is to kinda make a floor plane. Maybe you will find that easier.
But what you do is simply start with a plane, where you extrude the edges to form the basic layout of the house, in this case i have colored the walls, and the main door to the house. Which is simply to make it easier for myself to see what it looks like, and you just use the slice plane or cut tool which ever you find the easiest. and simply "draw" in the walls and door openings.
After that you can select the walls and extrude them to the right height, and then once more to create the rest of wall above the doors. Then you have a basic layout, and then you can cut windows the same way, add a roof etc. And then you can start adding all the details you want.
that's a nice technique mob i'm gonna go with that the next one. in the one i am really working on i did pretty much like that but by the room instead of an entire house, outlining as many edges as a figured i needed and then deleting polys to open window and doors.
in the last image, there is only one spotlight, casting depth mapped shadow, directed at the back of the "building". most of it is drenched in shadow as it should be but you can see a little light peeping through the building against the door edge and the plane of the floor as it meets the back wall, almost as if there is a window back there. the normals are all consistent. here's the object itself if you'd like to mess with it.
v -5.85239744 0.00000000 -31.45387459
v -5.21771097 0.00000000 -31.45387459
v -5.85239744 0.00000000 -32.01475906
v -5.21771097 0.00000000 -32.01475906
v -5.85239744 0.40590402 -31.45387459
v -5.21771097 0.40590402 -31.45387459
v -5.85239744 0.40590402 -32.01475906
v -5.21771097 0.40590402 -32.01475906
v -5.62098551 0.03792048 -31.45337486
v -5.44912291 0.03792048 -31.45337486
v -5.62098551 0.36798355 -31.45337486
v -5.44912291 0.36798355 -31.45337486
v -5.62098551 0.03792048 -31.48537445
v -5.44912291 0.03792048 -31.48537445
v -5.62098551 0.36798355 -31.48537445
v -5.44912291 0.36798355 -31.48537445
v -5.82178831 0.02561369 -31.49237442
v -5.24832010 0.02561369 -31.49237442
v -5.82178831 0.38029024 -31.49237442
v -5.24832010 0.38029024 -31.49237442
v -5.82178831 0.02561374 -31.96637535
v -5.24832010 0.02561374 -31.96637535
v -5.82178831 0.38029030 -31.96637535
v -5.24832010 0.38029030 -31.96637535
g Box01
f 4 2 1 3
f 8 7 5 6
f 24 23 21 22
f 8 6 2 4
f 7 8 4 3
f 5 7 3 1
f 10 9 1 2
f 11 12 6 5
f 12 10 2 6
f 9 11 5 1
f 14 13 9 10
f 16 14 10 12
f 15 16 12 11
f 13 15 11 9
f 18 17 13 14
f 20 18 14 16
f 19 20 16 15
f 17 19 15 13
f 22 21 17 18
f 24 22 18 20
f 23 24 20 19
f 21 23 19 17
g
gracias
go that way really fast.
if something gets in your way
turn
I loaded dork's obj above and looked at it through my shadow cams. I have 3 lights, IBL, Main (infinite), and Rim (infinite). The Rim light is the 3rd light. Looking through the main light shadow cam everything looks fine. Looking through the Rim light shadow cam, the little room has "hither" clipping going on, unless I change it to a spotlight. The Main light does not have this problem.
I restarted Poser and loaded James. He, too, is hither clipped when looking at him with my 3rd light shadow cam.
It's like the 3rd light, when set to infinite, is very close to the center of the scene, and I can't adjust hither low enough to fix it. Based on the perspective, the camera is not actually that close.
Anybody else seeing this? I'm using Poser Pro here.
If you're getting this hither clipping going on, then the surfaces cannot cast shadows.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
OK, I've come across this and I think I know the solution. I believe it is a rounding error within Poser as it tries to round off the co-ordinates of any ".obj" file that uses more than 6 digits per axis. Your example has 10 digits to represent each co-ordinate and that will cause Poser to create errors as it rounds them down to 6 digits.
For a solution (or test) download a modelling program called Silo2, load your model into it, then save out as an obj file. Silo2 will correctly round down the co-odinate numbers and hopefully the lighing issue will be solved within Poser.
Silo2 is free to use for 30 days, then after which can be used as a file converter.
check it out http://www.nevercenter.com/
( I found this out while using Wing3d which operates at an 8 digit resolution)
good luck
jdc
Meanwhile, this is with ray-traced shadows. I also tested with depth-mapped shadows. Shadows are being cast just fine in all directions. Here the light is from the front, but it works from behind too.
What isn't working right is how much light is being reflected on the various parts. I'm seeing gradients where there should be none. (on the floor and the bottom of the doorway)
(Click the image to enlarge).
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
One workaround that helps sometimes with this problem is to check the box at the bottom under the advanced materials tab for "Normals Forward" in the Materials Room. Last render I did had the identical problem, until I hit the "Normals Forward" box. I have NO idea why it worked, though I know why it doesn't work all the time. :laugh: So much to keep track of!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
I think jdcooke is right. The fact that you modelled the prop over 200 feet away from the origin of the universe is giving round-off errors. You need to model the object near the origin, so that all the numerical precision is available to capture the exact position of each vertex. With the entire object hundreds of feet from the origin, most of the bits are being used to represent the absolute location in world space.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Quote - One workaround that helps sometimes with this problem is to check the box at the bottom under the advanced materials tab for "Normals Forward" in the Materials Room. Last render I did had the identical problem, until I hit the "Normals Forward" box. I have NO idea why it worked, though I know why it doesn't work all the time. :laugh: So much to keep track of!
I have normals forward. They are not reversed, they are twisted, but still towards the camera.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
No light is leaking. This is with ray-traced infinite light.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Given you said this:
*don't even try using raytraced shadows they act like there is no wall at all.
*I'm troubled by the fact that raytraced shadows work fine for me.
Did you, perhaps, forget to enable raytracing? Raytraced shadows are not generated without raytracing. This is a common mistake people make. You have to enable shadows and enable raytracing in render settings, or you get no raytraced shadows.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
thanks for everything folks
go that way really fast.
if something gets in your way
turn
I did this test in Poser7 as I've not really thought about it since Poser6. Used the same light and settings less the minimum bias and mapsize dials for the 2 shadowmap tests.
Top row ir RayTrace. Some lacrimal showing. Even on dark side. (not optimal settings)
2nd is Shadowmap with same settings. In heaps of trouble..
3rd is shadowmap dialed to 0.01bias, 1024map. Much better
Last is through the shadowcam
One more though,,,
acch,, camshot got whacked
I just did this to see how far Poser has come since P5.. You can up the blur and raise bias to smooth out the shadows. Lower shadow to 0.5-0.7...etc in Ray Trace. Mix it with a clone Shadowmap light and split the shadows from 1.00.(example).. Options are endless
yes, my tests are favorable on RT too. Will post renders later today. Thanks for posting your settings.
This should be pretty fast render. Notice he's got raytrace checked, but no bounces.
I wonder if this approach would cut down on flicker in animation, which is a well-known plague in Poser with shadowmap.
::::: Opera ::::::
Actually, six significant digits is correct. The number .00000654321 can be represented without roundoff, but .10000654321 cannot.
Poser seems to be using 32-bit floats instead of 64-bit floats. I have tested this in shader math and it's definately 32-bit. I have to work around that sometimes.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Well, the math is beyond me.
However, I may have spoken too soon. After doing some more tests, I'm finding it difficult to recreate some of the errors I was getting just a few months ago, so I'm gonna make a wild guess and assume that SR 3 might have solved some rendering issues. Hmmmm, the things that go on when you look away for a short time. :)
oh well, take care
jdc
This is one point light in front of her face. Notice from the settings no AO in the light, but there is AO in the shader tree for her skin. Blackeyes by blackhearted.
I love these raytrace shadows. This scene could use a kickup int he bump.
::::: Opera :::::
O.O I had the "Bleeding light" on my "room cover" I made with primitive. it has been driving me crazy. (yes I did the normals forward after I posted about black artifacts on the walls)
O.o though I am keen on the soft shadows with raytracing. all I get are shadows with speckly edges.
I can work fine with regular lights..but anything with raytracing ....
https://www.darkelegance.co.uk/
They were easy to place. I just went into the Heirarchy and made LEye and REye invisible. Then, load in the two BlackEyes from their prop library spots. Spin up the "Y" and they approach correct placement, go in close and tweak x/y/z.. In order to get the corners to work well I had to scale just a slight bit.
There is a follow-on set by BlackHearted called "actual eyes" which I also have. I did not even get to that, as the straight-forward BlackEyes looked so good.
::::: Opera :::::
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hola folks what's shakin
i have a question for you all. i have made a few buildings here and there, and i'm working on a new one now. however, i get light leaking in through the edges or the seams where walls meet. (don't even try using raytraced shadows they act like there is no wall at all.) any advice on how to avoid this?
thanks
go that way really fast.
if something gets in your way
turn