material problemOriginalplan® wrote:What's this? Can someone give some advice?
with a wave length of
0.00000040000000000003 m
which must be less or equal to
0.0000004 m
share scene/material or correct the value ;)
material problemOriginalplan® wrote:What's this? Can someone give some advice?
Spotted that too - see attached, exported from Sketchup.pixie wrote:In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(
Thin walls: a NoGo in 3D modelling since 2002pixie wrote:In GPU there's quite a leakage when the walls are 'thin'...
Really? For Mental Ray and other approximative renderers maybe. But Indigo is supposed to handle this better IMO.Zom-B wrote: Thin walls: a NoGo in 3D modelling since 2002
I think you infer too much from what I said...thesquirell wrote:I am amazed people still use that type of modeling, and I can't even remember the 2002s. Yeah, sure, you will save like 6 polygons per wall, but, people, c'mon, nowadays we have so much ram we could fly to the Moon and back! :D
I tend to see this problem in such manner: If it's physically correct render engine, then you should physically correct model your scene. Just like the example with the correct modeling of a glass and a medium inside it - there has to be at least some amount of thickness. Judging by the fact that Indigo is a physically accurate render engine, and a very accurate one, I would think it actually does worse with such tricks with thin walls, glass, surfaces in general, then the biased ones. But, hey, it's just me, and it could actually be an accuracy problem within engine, who knows.
It's time to deliver that sweet 0.48 magic, guys! :D
:Opixie wrote:besides, I got leaking even with walls
Sure thing. This is as raw as raw gets.Zom-B wrote::Opixie wrote:besides, I got leaking even with walls
If you could provide some simplified scene for this, that would help the devs debugging that issue for sure!
You can send it to me via pm, and I'll feed it into the bugtracker!
Better save the scene in pigs formatnmeau wrote:Spotted that too - see attached, exported from Sketchup.pixie wrote:In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(
I'll be damn, you're right! Well my scene is way complex, sadly :(Zom-B wrote:Doublecheck your scene pixie, that "room" walls are as single sided as they can be!
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