Mon, Dec 23, 7:17 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 10:18 pm)



Subject: Difficulty getting an object to accept lighting...


pookah69 ( ) posted Thu, 28 April 2005 at 1:05 PM ยท edited Mon, 02 December 2024 at 6:41 AM

Have any of you ever experienced a scene where no matter how hard you shine a light on an object, it refuses to become illuminated? I've checked the Dist start and end settings, they are not a problem. I've trashed and relit the scene, and still no luck. In the past, sometimes objects won't accept light until the normals are reversed, but that is not a fix in this situation I'm dealing with. Any ideas?


SamTherapy ( ) posted Thu, 28 April 2005 at 1:14 PM

I was going to suggest checking the normals until I read on. What about Angle Start and Angle End? They will affect the brightness and "throw" of the beam.

Coppula eam se non posit acceptera jocularum.

My Store

My Gallery


ockham ( ) posted Thu, 28 April 2005 at 1:22 PM

Could it be that the object is built without any UV values? Try running it through UVmapper to give it some kind of a map, and save the model after assigning the map. (I've noticed this in Poser 6, with things that I build in Amapi.)

My python page
My ShareCG freebies


operaguy ( ) posted Thu, 28 April 2005 at 1:39 PM

even a non-controversial object like a sphere will not relfect light? did you throw away the light and create a new one? I am sure this is a 'way undershoot' but it is not by chance a spotlight pointed away from the objects, is it? What about a scale problem? ::::: Opera :::::


ynsaen ( ) posted Thu, 28 April 2005 at 1:45 PM

If an item lacks a uv map in p5/6, change the image node UV settings to None.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


pookah69 ( ) posted Thu, 28 April 2005 at 1:54 PM

How does one change the image node UV settings?


ynsaen ( ) posted Thu, 28 April 2005 at 2:09 PM

In the material room, on the Image Map node. There are several settings you can use to adjust the way textures are applied. It does, however, only work for image maps. It will not work for shaders.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


kawecki ( ) posted Thu, 28 April 2005 at 6:16 PM

If the object renders black no matter of the colour you assign to it: 1) The mesh has wrong faces(face with only two vertices or face with repeated vertices indexes) 2) Duplicated faces (the same face repeated) 3) Double face (two same faces with opposite normals) ------ Reversed normals only affect preview mode, the object render normaly unless you check the backculled option in Firefly. Wrong UV or lack of them only affect the texturing, if you don't use texture map the object have to work properly.

Stupidity also evolves!


nghayward ( ) posted Fri, 29 April 2005 at 2:58 PM ยท edited Fri, 29 April 2005 at 3:03 PM

file_229445.jpg

The only difference between these two renders was the diffuse color of the light. Was yours black?

Nigel.

Message edited on: 04/29/2005 15:03


nghayward ( ) posted Fri, 29 April 2005 at 3:16 PM

By the way in the renders I posted above the hair texture was plugged into the translucence_color node so it will show up even if there are no lights at all! Nigel.


pookah69 ( ) posted Fri, 29 April 2005 at 4:28 PM

Nigel, I'm in P5, and the lights don't have specular settings as far as I can see. Oddly, I solved my problem by setting the intensity far above 100%, and it seemed to work, as you will see if you look at my new gallery image entitled "Eat Me" (It was the monstrous face on the left that I had difficulty illuminating.)


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.