David44149 opened this issue on May 24, 2005 ยท 7 posts
David44149 posted Tue, 24 May 2005 at 9:35 PM
I have been able to reproduce this problem consistently using OpenGL and SreeD and by shifting to Manual Settigns and toggling shodows on and off.
I am using a Dell XPS Gen 4 with a NVIDIA GeForce6800 GTO (driver version 6.6.8.7, 11/04). According to the WIN system monitor utility, I have plenty of memory during all of my renders.
I have done a wipe and reload on P6. I do not have any indication that a wipe and reload is needed for WIN XP (everything else and even P6 runs great outside of this problem).
Anyone else having this problem? It has effectively stopped my P6 work dead.
ClintH posted Tue, 24 May 2005 at 10:04 PM
I had the exact same problem. I was using the "Square Hi-Res" in the Props -> Primitives library. I loaded up the "One Sided Square" from the Props -> Primitives library and the problem went away. FYI, Clint
Clint Hawkins
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Fazzel posted Tue, 24 May 2005 at 10:43 PM
That is the best solution, using the single sided square.
But if you absolutely, positively MUST use the double sided
or hi-res square, adding a tiny amount of displacement in the
material room to the square and in the render setting checking
on Use Displacement Maps and setting Min Displacement Bounds
to 1.000 will also do the trick.
The problem is that if the front and back side are too
close together, you end up seeing parts of both sides.
Displacement gives the front and back side enough separation
that you only see on side. Of course with a single sided
square there is only one side to see, so you don't get
that problem.
Wow, poor guy went through all that trouble, wiping out
his P6 and reloading it for such a simple little problem.
I feel sort of sad for David.
AntoniaTiger posted Tue, 24 May 2005 at 11:02 PM
Yep, it happens with P5 too.
kyraia posted Wed, 25 May 2005 at 1:13 AM
There is another solution. Check "remove backfacing polygons" in the render settings.
gillbrooks posted Wed, 25 May 2005 at 5:29 AM
Attached Link: Setting the displacement
This is an old problem from P5 that was never fixed. Attach the displacement node to the texture map and set the displacement value to 0.01 For pictures see link ;-)Gill
David44149 posted Wed, 25 May 2005 at 9:37 PM
Thanks to all. I will give the suggestions a try. Strangely I have never had this problem when I use a square primitive in P5 for a wall.