Arakon opened this issue on Nov 27, 2004 ยท 6 posts
Arakon posted Sat, 27 November 2004 at 6:05 AM
AntoniaTiger posted Sat, 27 November 2004 at 6:56 AM
Poser uses a radically different scale factor to other 3D programs, and also expects polygons to have only one side. The first is why objects imported from other 3D software can look incredibly big. Also, if am object is made in some other program, in a Poser-suitable size, there can be a loss of precision. So suddenly the inside surface of the tarp, black because it is unlit, shows on the outside. And because Poser only expects polygons to have a single side, Poser will default to rendering polygons seen from the wrong side. That way, you avoid embarrassing holes where the view shows the inside of a sleeve cuff. There's an option in rendering whether or not to render back-facing polygons, and this might cure your problem.
ronstuff posted Sat, 27 November 2004 at 8:02 AM
nukem posted Sat, 27 November 2004 at 8:08 AM
Actually, the option to not render back facing polygons won't work. I remember seeing a technical explanation somewhere in the forums about this...
IIRC, the problem here is that Poser's engine, due to lack of precision, can't decide which polygon should be the back-facing polygon. So it renders two polygons in the same 3D space with apparently the same normal facing.
A polygon whose normals are facing completely away from the camera shouldn't render black. It shouldn't render at all regardless of whether or not it receives light.
One solution I've found to work here is to apply a displacement map to the tarp. The displacement map doesn't have to be an actual image. In the Materials Room, using a Math Node with a Simple Colour sub-node set to plain white seems to work.
You'll have to play around displacement value and ramp it up gradually until the black parts disappear.
Message edited on: 11/27/2004 08:10
AntoniaTiger posted Sat, 27 November 2004 at 11:03 AM
Thanks for the reminders. There's likely several ways of getting that input to the displacement node. I've just had the same problem with a window in a wall-prop, and used the default math function. (Also, as has been recommened in another thread, used the background picture as a texture-input to the Ambient channel on a square prop.)
Arakon posted Sat, 27 November 2004 at 12:08 PM
using the displacement map worked fine.. thanks a lot for the tips.