kuroyume0161 opened this issue on Oct 18, 2003 ยท 13 posts
kuroyume0161 posted Sat, 18 October 2003 at 10:18 PM
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Mason posted Sat, 18 October 2003 at 10:30 PM
Well if you have P5 you can use the material color math multiply. You can add the two bump maps together by setting to color for each color_math channel to white, point the channel;s to each bump then set the operation to multiply. That's one way. Another way is to make use of the bump and gradient bump channels. Put one bump on one channel and the other on the other channel. A more elaborate way is to use the color_math and the transmap with multiply to cut the medallion portion from the medallion map then use the inverse of the transmap to cut the non-medallion portion from the other map. Then add the two together.
kuroyume0161 posted Sat, 18 October 2003 at 11:01 PM
Ah. I'll have to try the first method. The second method doesn't seem to work on the gradient bump channel. Is the gradient inverted for that channel or something?
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
kuroyume0161 posted Sun, 19 October 2003 at 12:00 AM
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Mason posted Sun, 19 October 2003 at 2:29 AM
you mean the slanted and vertical line on the surface is the junk? That looks like you didn't weld vertices correctly so the geometry has a tiny gap in it.
Mazak posted Sun, 19 October 2003 at 4:43 AM
Deactivate 'smooth polygons' for the prop. Mazak
kuroyume0161 posted Sun, 19 October 2003 at 9:55 AM
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
kuroyume0161 posted Sun, 19 October 2003 at 9:56 AM
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Mason posted Sun, 19 October 2003 at 6:53 PM
It could be you have a face underneath that's popping through? Another thing could be that the UV mapping is somehow messed up. That actually looks like some kind of degenerate polygon. Did you use a boolean to cut the hole in the surface? If so you may need to reduce the mesh to an editbale mesh if you did this in max. That crap maybe due to how you cut that hole in the surface. Infact, come to think of it, those lines look like edges in the geometry created from a boolean cut. it could be you have to go in and find those small edges and remove them.
kuroyume0161 posted Sun, 19 October 2003 at 8:03 PM
I've checked and double checked the geometry. There are no multiple vertices and no degenerate/flipped/other polygons than what are seen. I personally did the UV mapping myself with my own hands! It is NOT messed up. I know how to UV map. ;) That is exactly why this is disconcerting. In C4D, BP, and UV Mapper, the test map is flawless, so flawless that I was lulled into a sense of security about importing into Poser (ah, Poser). This was done in C4D R8. Yes, I did use a boolean to cut the divet into the surface, but these artifacts show up elsewhere where no booleans or other fancy things were used (the image before last at the top right, for instance). Extruded Bezier splines in those cases, all made into polygonal geometry and optimized. Now, since R8 does handle edges, I will check to see if there are any existing that shouldn't, but the doubt is great. Again, none of this shows up in C4D, BP, or UVMapper, only in Poser (ah, Poser). After reading up a bit in a search, this could be caused by very thin polygons (not degenerate) which are 'degenerated' by the scaling into Poser. There isn't much I can do about this without going over the entire model and UVs. If you'd like, I post a mesh to get an idea of the layout.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
kuroyume0161 posted Sun, 19 October 2003 at 8:21 PM
One more thing! This ONLY shows up in the bump map. Disconnecting the bump map image from the Bump channel and connecting to the Diffuse_Color channel removes the artifacting altogether. This has nothing to do "directly" with the model, but is only caused by the structure thereof.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Mason posted Sun, 19 October 2003 at 8:22 PM
Does it show up if you don't use a bump map? Does it show up if you render flat colored?
kuroyume0161 posted Sun, 19 October 2003 at 10:05 PM
No, it does not in response to both. But I think that the solution is found. I unplugged the bump map from the Bump channel and plugged it into the Gradient Bump channel and, alas, all of those nasty artifacts disappeared. I thought that I had heard something of this previously, but a search returned nothing of it. This information should be made more readily available - Do not use Bump, use Gradient Bump instead... There will be more questions in the future, as this is not even near completion. It must be turned into a partless, boneless figure so that it can take MAT Poses. So, it will be interesting. Thanks for the help and wish me less strange troubles.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone