Mon, Nov 25, 9:59 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: Crease Angle?


Burpee ( ) posted Mon, 28 April 2014 at 12:44 PM · edited Mon, 25 November 2024 at 9:59 PM

I have a piece of clothing that when I render it in PP2014 with the default lights it has a shadow around all the polygons so that it looks like the material is full of squares.

What causes this?  I tried changing the crease angle to 20 then to 120 (default is 80) but it seemed to have no effect. 

Ambient occlusion seems to make it worse.  No shadows on will fix the problem but it solve the problem. 

Anyone know?


Miss Nancy ( ) posted Mon, 28 April 2014 at 2:16 PM

if smoothing enabled in render, maybe bad welds or very narrow pointy triangles.



Miss Nancy ( ) posted Mon, 28 April 2014 at 2:35 PM

check for bad normals as well.



Burpee ( ) posted Mon, 28 April 2014 at 2:48 PM

Pretty sure all the welds are good and they are not pointy triangles but I can check the normals.

I had opened the object in UVmapper and saved it out without normals.  Don't know if that makes a difference or not.


vilters ( ) posted Mon, 28 April 2014 at 3:10 PM

Crease angle has to be set for each and every group in all Groups properties.

The free Scenefixer script from Snarly can help you with that.

Then in the render settings, you have to check (enable ) Smoothing in the render settings.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


DarkEdge ( ) posted Mon, 28 April 2014 at 10:39 PM

Also, sometime polys just go bad for no particular reason...it doesn't happen a lot but sometimes it just does. Delete the poly in your modeling app and replace/cap, perform your usual smoothing and re-uv map it in same app.

Comitted to excellence through art.


EnglishBob ( ) posted Tue, 29 April 2014 at 9:33 AM

Does the material include displacement or bump? "Old-style" bump maps, where mid-grey means 'no bump', used to cause problems at polygon edges. Effectively, they were telling the polys to lift and separate. This may be worth checking if you're using an old product, or if your bump or displacement settings are extreme.


Burpee ( ) posted Tue, 29 April 2014 at 2:23 PM

I can try the delete and replace but it's not a procedure I want to go through if I don't have to.

The material has both displacement and bump.  The bump map is mostly mid-grey.  I would not consider the settings extreme but I'll play with them. 

 

Thank you to everyone


EnglishBob ( ) posted Tue, 29 April 2014 at 5:45 PM

You could temporarily remove the bump and displacement, as an experiment. If it fixes the problem, you know where to start fixing things; if it doesn't, you can move on to something else.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.