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Lots of black holes in mesh
Posted: Thu Jan 29, 2009 3:30 am
by Roger
Sorry to make a new threat for this but I havent found this error in another threat yet.
I'm having this problem for some time now and cant figure out how to fix it, please help me out!
This is an example of the errors. It happens in textured as well non-textured surfaces. It's not a normal error and all faces have the same material. Also UV-mapping is correct.
My system is a Mac Pro with Windows XP on it. In mac-land the system has 8 cores but in windows and therefor indigo, only four. It has a good video-card and lots of memory and HD-space. I'm running Indigo 1.1.13 32 bit on Windows from Blender 2.48.1 using Blendigo 1.1.13.
If you might know a sollution, please share! Cheers!
Posted: Thu Jan 29, 2009 3:43 am
by CTZn
Is your problem "missing triangles" with 1.1.15 ? If so you can, either switch to 1.1.16 for wich the issue was fixed, or set <bih_tri_threshold> to zero.
Could you explain the issue, and/or upload an image scene without issue so we can compare ?
Posted: Thu Jan 29, 2009 4:58 am
by Roger
Thanks for the suggestion. However I don't get any error. I now see it's not actually holes in the mesh but mistakes with the texture. I've tried making the texture 1024x1024 and making sure it's just a simple jpeg, even with png it's not working well. Without the texture no 'holes' are visible. I'm only experiencing this problem with a certain image. I've tried naming the uv-unwrap differently etc. No use.
Posted: Thu Jan 29, 2009 5:16 am
by Roger
Still crossing my fingers, however it seems to be fixed!!
I had three simple materials in the same mesh, now I made three different meshes each with one material. Now it seems alright! Hope it stays like this.
Still rather weird innit.
Posted: Thu Jan 29, 2009 5:35 am
by CTZn
I had three simple materials in the same mesh, now I made three different meshes each with one material
The later is indeed safe to proceed with. Not sure what the issue might be, in the past Indigo would take png's with transparency and blend all channels together, with a possible similar result. But nowadays it would not accept such image, not sure what the problem is.
Check conformity of texture with the manual specs maybe, try with tga ...
If it appears that one texure or the other was causing the error, and if the initial fault can't be identified, then it might be usefull to post the texture so it can be diagnosed, thanks.
Posted: Thu Jan 29, 2009 8:02 pm
by Roger
Thanks for the support CTZn, I'll certainly check it out see if I can find anything useful. However I've tried jpeg, and tif figured out tif was unavailable...) and will try tga.
Render made it out without any texture- or whatever mistakes!
12 hrs on two of the four (available) cores while rendering another one of these on the other two.
Thanks!
Posted: Fri Jan 30, 2009 1:03 am
by fused
beatiful rendering!!!!!11
Posted: Fri Jan 30, 2009 4:09 am
by CTZn
Indeed, the leather is amongst the best looking ones I've seen with Indigo !
First thing (rather imperative according to me) is to update to the latest Indigo version, followed by the releving exporter. For instance the very last Indigo release fixed a geometry cache issue, you want that (not sure the issue was present in 1.1.13 though).
Maybe you can follow other tracks to find the cause of the issue, the second image gave us a reference wich was required for comparison
- The only texture issue I know wich correlates with geometric data is with bump mapping, but it seems that the armchairs have the bump baked in the albedo texture, so forget about that (else just test without bump).
- check for duplicate geometries, or extra uvsets... Could it be that there are two armchairs one on top of the other ?