Bhanshee opened this issue on May 03, 2002 ยท 5 posts
Bhanshee posted Fri, 03 May 2002 at 10:53 AM
Bhanshee posted Fri, 03 May 2002 at 10:59 AM
Oops, I should also add that I am using the PC version of Bryce 5.
Incarnadine posted Fri, 03 May 2002 at 12:22 PM
One possible issue is that your cutting objects are not completely overlapping at their edges and you are getting very small artifacts left behind of the cut object and it's cut face is textured with the (I am assuming default grey) cutter's texture which is the same as you default groundplane (while not invisible, very hard to see). As to the cast shadows, you might also want to check the cutting material's properties regarding cast shadow settings in the texture controls.
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johnpenn posted Fri, 03 May 2002 at 1:14 PM
I think that shadow is being cast by the top of the theatre that is visible, but I may be wrong. I agree with Incarnadine that your booleans may not completely overlap which leaves these artifacts. Your terrains also appear to not be set to "solid" which may be causing you problems. Just a thought: rather than booleaning with the cube and a bunch of terrains, why not just make the amphitheatre with one terrain?
Bhanshee posted Sat, 04 May 2002 at 7:21 AM
Hi Incarnadine, thanks for your reply. Initially I also thought along the same lines as you, but I have made quite sure that the cutting cube is noticeably larger on all counts than the ampitheatre terrains - which is why I'm stumped as to just why particles are being left behind. shrugs Thank you for your suggestions however. smile Johnpenn - thanks very much for your suggestions. I have double, triple and even quadruple checked that all the terrain steps are solid. Everything is as it should be which is why I can't understand why the small particles are being left behind. Also, your suggestion about just using one terrain for the whole ampitheatre - I too would have loved to have done that (it would have made life sooo much easier, LOL) but I don't really have any decent graphics program to produce the decent number of grayscales. Also, I am unsure as to how to keep each step at exactly the same height by just using grayscale data. If you have any suggestions on how I could do that then I would love to hear them because I would certainly prefer to use one terrain compared to the many many I am using to produce the ampitheatre you see above. Again, many thanks for your suggestions, both of you.