nerd opened this issue on Jul 11, 2003 ยท 54 posts
nerd posted Fri, 11 July 2003 at 7:59 PM Forum Moderator
Spanki posted Fri, 11 July 2003 at 9:00 PM
I'm not sure that I entirely agree with your assesment... if you look right next to her thigh, you see what is apparently the inside of the dress (backside of polygons) being lit from the front as you might expect it to be. Have you tried making a global light, pointing up from her knees to see if you can in fact light that dark area? I could just be the particular light set up.
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Spanki posted Fri, 11 July 2003 at 9:02 PM
Or is there a light from behind her, lighting that part of it (next to her thigh)?
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nerd posted Fri, 11 July 2003 at 9:10 PM Forum Moderator
Spanki posted Fri, 11 July 2003 at 9:17 PM
Interesting... which renderer? Does it happen with the P4 renderer as well?
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nerd posted Fri, 11 July 2003 at 9:19 PM Forum Moderator
Spanki posted Fri, 11 July 2003 at 9:21 PM
Anyway, it's apparently happening in one of the renderers at least, which is just a bug... if the software is going to render rear-facing polygons, it needs to flip the normal before computing the lighting. I can't think of any work-around off-hand, other than exporting the dress, flipping all the faces, possible scaling it slightly, re-importing it to use as the back/inside of the dress... ie. big pain in the ass.
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nerd posted Fri, 11 July 2003 at 9:22 PM Forum Moderator
Both... But if you render it in P4 native it looks right... Well sort of the square doesn't cast a shodow, but at least it's lit from the right side.
Spanki posted Fri, 11 July 2003 at 9:23 PM
(or setting up more lights, which may not fit what you had in mind)
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nerd posted Fri, 11 July 2003 at 9:24 PM Forum Moderator
nerd posted Fri, 11 July 2003 at 9:25 PM Forum Moderator
Spanki posted Fri, 11 July 2003 at 9:27 PM
Uhm, that's frelled up, dude ;).
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nerd posted Fri, 11 July 2003 at 9:28 PM Forum Moderator
Spanki posted Fri, 11 July 2003 at 9:31 PM
Yep. BTW, is that with ray-traced shadows? or does it make a difference?
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nerd posted Fri, 11 July 2003 at 9:36 PM Forum Moderator
Same beef with ray traced shadows. Shadow bias doesn't seen to have any effect on this. The renderer is simply rendering the wrong side of the polygon. I was really hoping somebody had found a way around this. I have several items I want to release. But they are Dyn cloth items and you see both sides of them depending on the pose. This bug prevents my items from being useful. Nerd
Spanki posted Fri, 11 July 2003 at 9:40 PM
Yeah, it looks like the CL 3d programmer was asleep at the wheel on this one. I guess all you can do is report it and hope it gets fixed. As for work-arounds, have you tried a double-layer rolled hem model? With both inward and outward facing polys?
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Spanki posted Fri, 11 July 2003 at 9:43 PM
...scale copy of dress slitghtly smaller, flip the normals, the stitch up the seams with some more polys or just weld the seam vertices. I'm not sure what the cloth-room would think about that relative to it needing to be an open-tube, but technically, it still fits that description, I think. You might have some self-collision issues, though.
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nerd posted Fri, 11 July 2003 at 9:52 PM Forum Moderator
I've tried it the mesh always crosses it's self the inside piece ends up ontop of the outside and you get little black spots. OR the faces get so close together that your get self shadowing and more black spots... Even with "Self Collision" turned on. AAARRRGGGHHHHH!!!! The only thing that looks sorta right is a global light set that doesn't cast shadows... Not a lotta artistic lattitude there.
nerd posted Fri, 11 July 2003 at 9:59 PM Forum Moderator
I filed this as a bug... I ain't gunna hold my breath.
Spanki posted Fri, 11 July 2003 at 10:08 PM
I had one more thought.. if you do have a layered dress, you might then be able to turn off rendering backfaces.
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Migal posted Sat, 12 July 2003 at 1:32 AM
On the bright side, Charles... You convert that dress to conforming and I'll buy it. :-) But don't forget Stephanie! hrmm...
nerd posted Sat, 12 July 2003 at 2:09 AM Forum Moderator
Attached Link: Nerd Freebies
The Clara 5 Dress is already available as a freebie ;)Migal posted Sat, 12 July 2003 at 2:31 AM
I don't do Poser 5. Too slow, bugs... You know the story. The only thing that ever makes me consider trying it again is that cloth room. Although, recent developments would indicate it still isn't quite right. You ever get the superconforming in P5 thing figured out?
nerd posted Sat, 12 July 2003 at 3:11 AM Forum Moderator
Superconforming in P5... Meet Taanis It required some interesting tricks and I call it AutoConforming now.
Maz's thing is called "TwoFace" and Poser doesn't seem to understand what ever Maz did. The mesh still imports as single sided. If there is a utility out there that can really get Poser to do a two sided mesh that may work.
Migal posted Sat, 12 July 2003 at 5:04 AM
Awe, man. I don't much use V2 anymore. But, the outfit looks cool and I'll probably by the thing just to see how you did it. LOL!
Mazak posted Sat, 12 July 2003 at 5:51 AM
Attached Link: Mazak's Grafikwelt
I use the Clay node in Alternate_Diffuse channel to fix the one side polygon problem. With this little trick shadows display on both sides correct. (See my Mazak logo) ;-) MazakRoy G posted Sat, 12 July 2003 at 5:56 AM
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PabloS posted Sat, 12 July 2003 at 7:33 AM
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Mazak posted Sat, 12 July 2003 at 7:43 AM
btw. this trick work well with Robert Sharkeys Angelyna Wings. Who render black in FireFly with default material settings. Mazak
Sue88 posted Sat, 12 July 2003 at 7:58 AM
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stewer posted Sat, 12 July 2003 at 8:06 AM
Mazak posted Sat, 12 July 2003 at 8:56 AM
Which nod is used is not so important. The P5 material editor has a lot potential :) Mazak
gryffnn posted Sat, 12 July 2003 at 11:03 AM
Thanks for the tip, Mazak! Stephan, looking forward to the Firefly FAQ. (and P5/G5!)
Spanki posted Sat, 12 July 2003 at 2:33 PM
Thanks Stewer and Mazak, I have to study the above examples some more, but it seems like these are suggested work-arounds for an inherent bug in the rendering engines... are there plans to fix the software?
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Spanki posted Sat, 12 July 2003 at 2:36 PM
...it should only be a few lines of code (possibly in several places)... if you're going to render backfaces, you need to flip the normals before using them to perform lighting and shadow calculations.
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nerd posted Sat, 12 July 2003 at 5:08 PM Forum Moderator
YES YESS YIPPIE!!! I just knew somebody around here must have found a way to get around this. I Love This Place! Nerd
stewer posted Sat, 12 July 2003 at 6:11 PM
I will file a bug report for that problem, that is all I can do. I do not work at Egisys any more, I got to work on my thesis now.
nerd posted Sat, 12 July 2003 at 9:41 PM Forum Moderator
Self Shadowing. THe two fabrics will shade each other and you will get what a lot of peopole call "The Black Facets of Death" Besids the cloth room really does not like two sides mmeshes Nerd
stewer posted Sun, 13 July 2003 at 1:24 AM
bikermouse - Poser 4 doesn't need a workaround. It renders fine in Poser 4 and the Material room trick will also work with the Poser 4 renderer inside Poser 5.
Mazak posted Sun, 13 July 2003 at 4:12 AM
@bikermouse
Nerd needed a solution for single sided mesh in P5 cloth room. Double sided mesh did not work with it.
Poser 4 has already an update, called Poser 5 ;-)
Mazak
bikermouse posted Sun, 13 July 2003 at 4:44 AM
fine.
nerd posted Sun, 13 July 2003 at 1:30 PM Forum Moderator
Bikermouse. I've used a very similar technique to create a dress that could have a different color lining (Nimue Dress) And it works great in P4. It will even work as conforming clothes in P5. Unfortunately the cloth room freaks out on clothes that have some thickness to them. Nerd
bikermouse posted Sun, 13 July 2003 at 7:04 PM
Nerd, Thank you for your reply. I tried the doubling method on Clara's dress in P5, and thought an intervening invisable layer to absorb the shadows might work to keep the pixels of death away but it becomes unrealistic at some point both from the memory standpoint and the amount of time required to make such adjustments. I might play around with it for my own amusement, but it appears impractical when at best theres a better solution. ... I removed my previous posts to both avoid confusion away from the subject, and to avoid turning what has been an informative and interesting thread into something else. If anyone has interest in what I deleted, I'll repost on another thread. - TJ
nerd posted Sun, 13 July 2003 at 10:49 PM Forum Moderator
Farside posted Mon, 14 July 2003 at 12:06 PM
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nerd posted Mon, 14 July 2003 at 1:07 PM Forum Moderator
Some of the textures for this creation got a bit wild with this technique, but at least it works! Nerd
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