I wonder if it was possible to do appertures in ISL....
Simple Renderings Thread
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
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Laptop (w/ artifacts)
I'm modeling a laptop, and there's something strange going on. As you can see on the first image, some faces look a little more bright than the rest (I've pumped up contrast and outlined these areas on the second image). And I can't figure out what causes that effect. Materials are uniform on these surfaces, normals smoothing is off, all areas are flat, there are no slopes which may reflect light in other direction.
Could the ray_origin_nudge_distance be the cause of the problem? Because the model has many very tiny details, I had to set it to 0.000001 to get rid of other artifacts like disappeared polygons.
Could the ray_origin_nudge_distance be the cause of the problem? Because the model has many very tiny details, I had to set it to 0.000001 to get rid of other artifacts like disappeared polygons.
- Attachments
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- Wireframe in Blender
- blender_laptop.jpg (140.11 KiB) Viewed 4012 times
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- Laptop in high contrast with surface artifacts outlined
- contrast_laptop.jpg (122.22 KiB) Viewed 4012 times
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- Laptop
- laptop.jpg (90.06 KiB) Viewed 4014 times
Nope, no modifiers at all, just a bare mesh.
Edit: Ah, thanks for the question, Psychotron80, it lead me to look more thoroughly through object settings, and in Blendigo under Mesh menu I found that Subdivision Smoothing is turned on (no idea when I turned it on actually). I'll try to test render again.
Edit: Ah, thanks for the question, Psychotron80, it lead me to look more thoroughly through object settings, and in Blendigo under Mesh menu I found that Subdivision Smoothing is turned on (no idea when I turned it on actually). I'll try to test render again.
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Psychotron80
- Posts: 96
- Joined: Tue Dec 16, 2008 8:18 pm
Thanks guys.
CTZn and all interested in LEDs:
I spent several hours trying to make this damn thing real. Below I'll attach geometry and material settings (I hope non-Blender guys could figure out proper settings for their exporters).
There are a few tricks here. First, orgglass_matt material (shown below) is for turned off LED. For turned on LED glass is just a diffuse transparent material with RGB of 0.8. However, used for turned off LEDs diffuse transparent makes them too dark.
Second, as you can see below, there is a plain mesh intersecting LED glass. It must be any white material. For turned off LEDs it makes them really white from the light backscattered in glass.
For the LED light I used gain value, but I think Luminous Emittance (lux) could be used as well. However, Luminous Flux of even 1 lm makes LED burned to white.
CTZn and all interested in LEDs:
I spent several hours trying to make this damn thing real. Below I'll attach geometry and material settings (I hope non-Blender guys could figure out proper settings for their exporters).
There are a few tricks here. First, orgglass_matt material (shown below) is for turned off LED. For turned on LED glass is just a diffuse transparent material with RGB of 0.8. However, used for turned off LEDs diffuse transparent makes them too dark.
Second, as you can see below, there is a plain mesh intersecting LED glass. It must be any white material. For turned off LEDs it makes them really white from the light backscattered in glass.
For the LED light I used gain value, but I think Luminous Emittance (lux) could be used as well. However, Luminous Flux of even 1 lm makes LED burned to white.
- Attachments
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- led_settings.jpg (208.67 KiB) Viewed 3974 times
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