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Rendering inconsistancy


Brink
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I am new to Viz4 and have been working on a project and have run into an inconsistency that is driving me crazy. When rendering certain objects are rendered bloack while on the shade side. While other objects on the same shade side are rendered like shadows. What is going on here?

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Brink - are you modelling in Viz or another program such as Autocad? Check your normals - make sure they face out (so camera can see them). If not then they will render black or you might not see them at all. Also make sure you don't have coplanar faces (one right on top of each other).

 

Xavier

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I used to have this problem many many times... when you have many many faces, it's impossible to check them all independantly... What i usually do is checking "2 sided" in the material editor... perhaps it's a bit longer in rendering, but it works 100 % :D

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Normals is not the problem. and forcing two sides does not change the problems. I am modeling in ADT3.3 and the objects that are coming up strange are the standard columns that I have mapped as simple brick material. If I change the sun angle to shine on the surface it maps fine but for the animations I can not always have the sun on the face that is being rendered. I can raise the global lighting but then everything gets washed out. I am really stuck here

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:rolleyes: Are u sure u followed the rights steps to enable Gi ? did u calculate a solution ? did you set up mesh subividing settings ?... it seems not..

And perhaps u have some coplanar faces....

 

Important thing is the logarithmic exposure control too.. set it up as "exterior scene" ( i can't remember the exact words since i'm not using viz for a looonnng time)...whith a physical scale ihgh enough...

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Ok I am getting lost here first what is Gi, calculating a solution and mesh subdividing a solution. With regard to the co planer faces i am not sure if there could be since the columns are actual columnd reated in ADT3.3 they are single objects. I assume that it is composed of several compents that might be trasnlated coplaner faces. I can convert them to other abojects to get rid of teh banding so the problem remains is how to getr rid of the solid black faces on the other objects such as the beams that I have on top of the columns. I do have the logarithmic exposure set to exterior and the scale around 3000. Any suggestions

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Brink,

 

I'd say it looks like there was no radiosity at all. 1 direct light casting shadow density of 1 in black. There appears to be a consistant lack of lighting effect, no light pos or neg. Not even mis-calculated radiosity. Leading me to ask; is the use radioisity check box checked in thr render dialog box? :rolleyes:

 

Depending upon the lighting conditions you may still want to decrease the shadow density, and maybe brighten the ambient color, unlock to the diffuse first. If the shadow density is not enough.

 

Good Luck,

WDA

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I figured it out. The problem was that I fugured the radiosity. Then I brought new elements into the scene and those objects were not figured into the radiosity. I did not know that you had to update the radiosity when yoiu bring new objects in. Thanks for your help

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