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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 26 9:02 am)



Subject: Rendering problem - please help?


paper-tiger ( ) posted Fri, 19 August 2005 at 7:16 PM · edited Sat, 10 August 2024 at 4:23 AM

file_285486.jpg

This is the file that I'm working on, in preview mode. It looks fine, but when it renders, I get...


paper-tiger ( ) posted Fri, 19 August 2005 at 7:18 PM

file_285487.jpg

This. It seems like the normals are reversed, on that wall, or something. I don't know.


paper-tiger ( ) posted Fri, 19 August 2005 at 7:20 PM · edited Fri, 19 August 2005 at 7:23 PM

file_285488.jpg

This is the material setting for the walls. I tried taking the model into a new scene and rendering it without any modifications, but it seems to have the same problem in default mode. That wall is just black - the trim and everythign on the wall is fine, but the wall is messed up. The model is called Family Room. I can't think of the name of the website it came from.... I think it was Sams3D, maybe - I'll have to check. But, yes. Anyone experienced this and could give me a bit of advice? Thank you muchly, in advance. Edited to add some information.

Message edited on: 08/19/2005 19:23


randym77 ( ) posted Fri, 19 August 2005 at 8:16 PM

Try clicking "normals forward." That will tell you if it's reversed normals. It just looks dark to me, though. Have you tried turning "cast shadows" off for the ceiling?


paper-tiger ( ) posted Fri, 19 August 2005 at 9:06 PM

There is no ceiling. I couldn't find the 'normals forward' button, so I just tried reverse normals, and that seems to have done the trick. Thank you! :D


TrekkieGrrrl ( ) posted Sat, 20 August 2005 at 12:52 PM

Normals_forward is't a button but a checkbox :o) You can see it on your material room screenshot, it's the last box, right above the prewiev of the texture (in the PoserSurface) list.

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paper-tiger ( ) posted Sat, 20 August 2005 at 5:06 PM

Aha! No wonder I couldn't find it. I was looking for love in all the wrong places! So to speak.


svdl ( ) posted Mon, 22 August 2005 at 3:55 PM · edited Mon, 22 August 2005 at 3:57 PM

You could change the distance_end of the point light. If you keep both distance_start and distance_end at the default zero values, the light strength won't decay with distance. I'd suggest you try setting distance_end to the equivalent of about 5 meters (don't know what units you use) and distance_start to about 5 centimeters.

You could also try plugging the texture node into the ambient color socket, set ambient color to white, ambient value to 0.5 and reduce diffuse value to 0.5. Then the wall will react not as strong to the point light.

Edited to add - the problem with the black wall probably is about normals facing the wrong way. In addition to normals_forward, you can flip the normals using the grouping tool.

Message edited on: 08/22/2005 15:57

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