Indigo 1.1.2
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
ThX!!
Nope, next time I'l just texture the back of the eyeball black,
ore maby I'l add some retinal inner bla bla surface displacement + albedo
on it.
Hey here is one: http://www.nervenet.org/papers/images/h ... nCones.gif
Look at Ono's avatar, there is nothing but black inside O.o
The mistake I made was not to set the precedence low on
the specular material - thats why the render did go crazy.
The whole thing looks realistic enaugh right now, so I will try to make some serious art work, and not only test stuff.
Ok, there is still a problem with the displaced head wich I hawe posted
on the Blendigo thread.
ANYBODY !!??
(sorry for my b.a.)
Nope, next time I'l just texture the back of the eyeball black,
ore maby I'l add some retinal inner bla bla surface displacement + albedo
on it.
Hey here is one: http://www.nervenet.org/papers/images/h ... nCones.gif
Look at Ono's avatar, there is nothing but black inside O.o
The mistake I made was not to set the precedence low on
the specular material - thats why the render did go crazy.
The whole thing looks realistic enaugh right now, so I will try to make some serious art work, and not only test stuff.
Ok, there is still a problem with the displaced head wich I hawe posted
on the Blendigo thread.
ANYBODY !!??
(sorry for my b.a.)
I have something interesting re: the mesh splitting problem that's being reported.
I finally came across it myself, and it's reproduceable (and on a C1 surface, to boot!)
Blender -> create an IcoSphere (i picked level 2, it doesn't matter)
Unwrap the UVs using the auto unwrap function (edit mode -> U key -> Unwrap (smart projection)
Pick a procedural texture (i've got wood here), stick in the COL layer of your object you just unwrapped.
bake that procedural into a new texture (UV/Image view -> Image -> New... -> pick something -> select all faces of mesh -> CTRL ALT B -> Textures Only)
Save that texture you just made somewhere.
Apply that texture as the displacement for your mesh.
The mesh will be non continuous at the edges of the UV mapping you did.
Is this an export problem or something else?
I finally came across it myself, and it's reproduceable (and on a C1 surface, to boot!)
Blender -> create an IcoSphere (i picked level 2, it doesn't matter)
Unwrap the UVs using the auto unwrap function (edit mode -> U key -> Unwrap (smart projection)
Pick a procedural texture (i've got wood here), stick in the COL layer of your object you just unwrapped.
bake that procedural into a new texture (UV/Image view -> Image -> New... -> pick something -> select all faces of mesh -> CTRL ALT B -> Textures Only)
Save that texture you just made somewhere.
Apply that texture as the displacement for your mesh.
The mesh will be non continuous at the edges of the UV mapping you did.
Is this an export problem or something else?
- Attachments
-
- example.jpg (171.56 KiB) Viewed 4759 times
Seems like an exporter issue. I reproduced your workflow in maya and fisrt insight shows things ok here. I will return as soon as I get something decent to show.
Ah, it reached leaf 18/32... Maybe I'm going to lower subdivision settings.
- - -
Nope there is something odd here too, same apart that it looks like the shells are connected while they are not in you test, zsouthboy.
Ah, it reached leaf 18/32... Maybe I'm going to lower subdivision settings.
- - -
Nope there is something odd here too, same apart that it looks like the shells are connected while they are not in you test, zsouthboy.
- Attachments
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- volumeNoise1-pSolid1.jpg (43.33 KiB) Viewed 4729 times
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- there seems to be something wrong here too, a vertical split on the left side. Investigating...
- im1212715827.jpg (43.58 KiB) Viewed 4730 times
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- HW-preview.jpg (35.74 KiB) Viewed 4732 times
obsolete asset
Observing closer, ther should be no reason to this mismatch at UV shell border.
I believe Indigo is stretching the UVs near borders. This seems to be inefficient withe low density meshes, wich defeats the point of subdivisions a bit.
That's how I understand the issue right now, I'm not pretending to be correct in my interpretation.
zsouthboy, are you sure you didn't render with 1.1.1 because we have so different results...
I believe Indigo is stretching the UVs near borders. This seems to be inefficient withe low density meshes, wich defeats the point of subdivisions a bit.
That's how I understand the issue right now, I'm not pretending to be correct in my interpretation.
zsouthboy, are you sure you didn't render with 1.1.1 because we have so different results...
- Attachments
-
- Rendered with 1.1.1 for comparison purposes
- im1212717757.jpg (42.28 KiB) Viewed 4725 times
obsolete asset
Yup you're right. The surface stops in 1.1.1 where the UVs start to strectch in 1.1.2.
However I can't explain why your uvs are not stretching, and the shells separated. Oh yes: are you using <c> ? I think I've set it to
IIRC. Althought in most recent tests
However I can't explain why your uvs are not stretching, and the shells separated. Oh yes: are you using <c> ? I think I've set it to
Code: Select all
-0.25*<b>
looks fine (edit: but still stretched).c = -b
obsolete asset
Not sure but it seems like yafray artifacts, managed by the parameter BiBbB wrote:There you go.
This is a smoothed, low-poly sphere with a diffuse mat and bump map. Rendered with 1.0.9_3
I'm also attaching the scene.
(Shadow ray bias to avoid self shadowing).
If i remeber good i posted (long time ago) a similar post at the kerkythea forum.
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- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
...leope wrote:Not sure but it seems like yafray artifacts, managed by the parameter BiBbB wrote:There you go.
This is a smoothed, low-poly sphere with a diffuse mat and bump map. Rendered with 1.0.9_3
I'm also attaching the scene.
(Shadow ray bias to avoid self shadowing).
If i remeber good i posted (long time ago) a similar post at the kerkythea forum.
if only this was yafray.
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