Bug? white stripe in the room

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Marcofly
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Bug? white stripe in the room

Post by Marcofly » Thu May 17, 2007 6:11 pm

As you can see, the first image (MLT) shows a white stripe between ceiling and walls. I get the same result with MLT-Hybrid.
With bidir enabled everything is ok (both with Hybrid and without).
the room is made with poly-planes as walls...

Why?
thank you!
Marcofly
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im1179319028.jpg
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im1179324194.jpg
im1179324194.jpg (77.64 KiB) Viewed 3708 times

Anthony
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Post by Anthony » Thu May 17, 2007 6:19 pm

Strange...
Sorry I can't help you there but there might be someone more qualified on their way.

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joegiampaoli
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Post by joegiampaoli » Thu May 17, 2007 7:30 pm

Kinda looks like a "light bleed" filtrating through those edges, check your model, this similarity once happened to me and found out I had an amazingly small gap in my case between the floor and walls, when I mean amazingly, I mean amazingly, hope that's what your problem is.

Edit: What you mean exactly by polyplanes? You mean boxes or just flat planes? Try boxes. Tip just in case, also for glass window use a thin box not a plane.
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Kram1032
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Post by Kram1032 » Thu May 17, 2007 8:05 pm

I can see an other problem, that alreay was mentioned once before...

look at the light, that falls on the floor.
there are clearly vissible differences, between bidir and nonbidir.
did you use the same sun angle or is it still the same "bug" that may also just be a strange behaviour...

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Marcofly
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Post by Marcofly » Thu May 17, 2007 11:02 pm

Thank you for the answers!

@joe: the walls are C4d planes converted to polygons (no thickness), that overlap slightly, without normal smoothing. i also thought that it could be a light bleed, unfortunately it isn´t.. Haven´t tried yet with boxes instead of planes, because this solution works in indigo with bidir enabled, in maxwell and in cinema (same scene..).

@kram: you are right, the sun_pos is slightly different in the two pics, but i did the test just hand-editing the bi_dir option in the .igs: same problem. :cry:
the bug is independent from the sun_pos..

other ideas?
thank you!

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zsouthboy
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Post by zsouthboy » Fri May 18, 2007 4:44 am

Make your walls have thickness like real walls would and see if it goes away.

Maybe up load an igs so Ono can check it too?

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Kosmokrator
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Post by Kosmokrator » Fri May 18, 2007 4:50 am

i dont see any bug or unusual situation...the only comment is.....wow great wall texture!realest than real....... :wink:
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manitwo
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Post by manitwo » Fri May 18, 2007 5:14 am

noticed that too - those lines in edges of rooms - since 0.8 stable
ono?

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joegiampaoli
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Post by joegiampaoli » Fri May 18, 2007 7:44 am

Just give it a try with boxes, and see what happens. I always model my rooms with boxes.
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Marcofly
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Post by Marcofly » Fri May 18, 2007 7:05 pm

i will give my walls thickness, and make a test today..

@joe: i don´t always work with boxes.. it depends on the scene, on which program you use to model, on how much time you have to give your finished work to the customer. if you use Allplan for the walls, export to c4d for the interiors and details, and render, you will probably discover that modeling just one box for the room and converting it to planes, saves you a lot of time!
oh, i forgot to mention it before: there´s no glass in the windows..

@kosmo: let me check if it´s a free texture, so that i can share it.. :wink:

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OnoSendai
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Post by OnoSendai » Fri May 18, 2007 9:59 pm

Marcofly: please simplify the scene as much as possible (while still displaying the bug), and then post the scene file.

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Marcofly
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Post by Marcofly » Sat May 19, 2007 12:25 am

did a test with boxes, and it works fine..
sorry Ono, i deleted the planes :oops: , will build a similar scene an try to reproduce the error..

thank you!

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Marcofly
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Post by Marcofly » Sat May 19, 2007 5:09 am

ok Ono, i have reproduced the problem..

-if you make a room with planes that touch but don´t overlap, using MLT you see the light stripes, using bidir everything fine. (see attached file)

-if the planes overlap everything works as it should.

in my first scene I think that the problem was also due to an `exporter scale bug`, it means you think you have scaled the objects, but they get exported with the original size (fused knows it..)
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