why its rendered black?

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Vidy
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Joined: Thu Nov 06, 2008 8:32 pm

why its rendered black?

Post by Vidy » Fri Mar 06, 2009 1:56 pm

Hi guys, i've got this problem in my render, several texture rendered black, it's often happen in glass texture or chrome, as you can see on the attachment. i already attach the material in object's face, and the face isn't reverse (both for the glass and chair legs), supposed to be this problem isn't showed up is it?

What i have to do to avoid such that problem? thank you. (f.y.i. im using skindigo 1.1.16 and indigo 1.1.17)

and one more question, how do we use the nk data file, coz when im open the tutorial from whaat about skindigo 1.1.x advanced features, there is a chrome material which using nk data file, how it should applied to a material? and in the docs said it was part of the phong material, but when i look into the phong properties, there are no nk data option.. please somebody tell me about it, thank you.

to administrator, if my question is a repetitive, please refer me to the thread which is discuss this problem, and you can delete my thread, thank you.

regards,
vidy

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Image[/img]

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Pibuz
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Post by Pibuz » Fri Mar 06, 2009 8:56 pm

Hi Vidy! Sorry if I'm a little rude but I'm in a hurry right now..
About your black parts issue, just check if you have double faces one onto another (modellation error).
About the use of Nk data:

1. paint your metal surfaces in sketch with a colour (whichever)
2. Double click the mat to open skindigo mat dialog
3. Click the rollout next to TYPE and choose METALS
4. (check if the path leads to a NK folder inside yoour Indigo root directory)
5. Adjust the exponent value to your needs.

Hope I helped! Let us know!

Vidy
Posts: 11
Joined: Thu Nov 06, 2008 8:32 pm

Post by Vidy » Sat Mar 07, 2009 11:28 am

Hi pibuz, thanks to your reply, i've already check my model in the black spot, they're not double faces.. Only the chair are copied component, but i've tried to explode them, but still they're rendered black. And your tips on metal material is work, thanks pibuz.

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CTZn
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Location: Paris, France

Post by CTZn » Sat Mar 07, 2009 11:32 am

I really believe the black faces are due to inverted normals, like windows seen from the exterior. I have no I dea how you managed to invert normals for the chair though; all in one it's just a hint.
Last edited by CTZn on Sat Mar 07, 2009 2:00 pm, edited 1 time in total.
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Pibuz
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Post by Pibuz » Sat Mar 07, 2009 12:28 pm

Yeah, ok..
Then try posting a file containing ONLY the chair an I'll fix the problem.

Vidy
Posts: 11
Joined: Thu Nov 06, 2008 8:32 pm

Post by Vidy » Sun Mar 08, 2009 8:06 pm

Dear Pibuz and CTZn, thanks for your reply..

its already fixed, i delete the wrong black rendered object (chairs and glasses) and copy from the good one, its work, but i still dont understand why they are rendered black, since the face are not flipped and the object are not double face..

pibuz, i saw your room render on the thread "skindigo 1.1.16" it looks so great and clean is there any hint so i can render faster and have little noise, coz my room rendered in almost 5 hour, but there is still so much noise in it..(look at attachment)

and may i know your render machine spec?, coz im render in 2,6 ghz dual core and 2 gb RAM, but still the image is not as clean as i expected for 5 hour render.. thank you

regards,
vidy


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CTZn
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Post by CTZn » Sun Mar 08, 2009 9:58 pm

Vidy wrote:but i still dont understand why they are rendered black, since the face are not flipped and the object are not double face..
One can invert normals of an object by duplicating it with negatives values. For example, if the xyz size of the copy is '-1, 1, 1' it will be a mirror copy of the original (wich is not noticeable over the shape of symetrical objects) with inverted normals.
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Vidy
Posts: 11
Joined: Thu Nov 06, 2008 8:32 pm

Post by Vidy » Mon Mar 09, 2009 3:29 pm

Dear Ctzn, thanks for your reply

i think i got the point, what you're trying to explain (even that is not sketch up modelling behaviour hehe..), yes, i guess the coz of the black rendered is SU Mirror Ruby, i've got small img to show that hypotesis..

well, i hope Mr. Whaat is noticed this, coz mirror ruby will be a lot help in SU modelling. And could find a brilliant solution for this problem as he always did.. Isn't it Whaat, hehe.. ;).

Actually there is a small solution for this issue, if we using flip action and nk data material in Metal PRESET this black rendered would not showed up. but the mirror ruby is very important to us.. hope this issue could be fixed...

and for the noise issue in correlation with render time, do you have any hints Ctzn? Of course besides the render machine thingy (it will be very obvious) hehe.. coz really want to see some clear images render like in the indigo gallery or whaat's thread..

regards,
vidy

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CTZn
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Post by CTZn » Mon Mar 09, 2009 5:24 pm

I will leave SU experts deal with the information in the last image :|
and for the noise issue in correlation with render time, do you have any hints Ctzn? Of course besides the render machine thingy (it will be very obvious) hehe.. coz really want to see some clear images render like in the indigo gallery or whaat's thread..
Well not really Vidy :) I mean the computer is as much determinant as the users skills, my best hint if you can afford that, is to let the time it needs to a desired result. Above everything it could well be that you have more practice of Indigo than I have... at least I know that's true in regard with Pibuz, I would feel more comfortable if you were asking him :)

Just in case did you use exit portals for the windows in the background (left) [edit: please scratch that] ? No white 100%, no real glass for planar surfaces (most of the time), eeh what else... put opaque objects in the corners or the room to reduce light bouncing crazyness, plants, low small table with magazines on top, whatever ;)

Vidy
Posts: 11
Joined: Thu Nov 06, 2008 8:32 pm

Post by Vidy » Wed Mar 11, 2009 12:15 pm

dear ctzn,

thanks again for the tips, i guess that's what i need, small thing but sometimes forgotten,

i'll try that tricks, thanks bro.. :D


regards,
vidy

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