Re: UV texture problem on polygonal model when not phonged
Hi Karl Tried using Phong shading, and it worked pretty good as soon as I did the Flatten Normals thing on the sds. However, I observed a shading problem when I used a mirrored instance instead of a mirrored copy of the object; they just didn't render the same. This sounds to me like a bug? I even got the difference when I disabled all the shaders in the material. The scene only had two distant lights, and maybe the camera flash was active, not quite sure about this one though. Something to look into? I can confirm your observations. Errors show up - somewhat surprisingly - also in ray tracing. Clearly a bug. Thanks for reporting! Best regards, Vesa
RE: UV texture problem on polygonal model when not phonged
Hi As the topic suggests, I'm having difficulti with stretching texture when assigned to a polygonal sds model. Texture is applied through uv sets. All quads, but might be nonplanar. But the strange thing is, when I activate phong shading for the sds object, the texture changes as well. In fact, it apparently gets rid of all stretching problems. When did phong deal with anything regarding to textures? Isn't phong limited to light considerations and shading (and interpolation for the other type of phong)? Is it a known problem? If so, any chance of fixing it (if it's not my own strange problem) for next update? Thanks for reminding abot this issue:) It is a known problem. When quad faces are rendered as NURBS pathces, stretching occurs. Phong option renders quads as two triangles and UV interpolation inside faces is linear (no undesired bending). I will try to fix this in upcoming versions (probably too late for SP3). Is there any particular reason why you cannot use Phong option with the mesh? If it is purely polygonal, you should not miss anything quality or speedwise. Well, that's my problem: When quad faces are rendered as NURBS pathces, stretching occurs. When rendered as NURBS I can to some extend understand why this could be happening. But this particular mesh is rendered as polygonal; there isn't any smoothing going on. That's why I thought this would work :) I wrote that I can't have phong shading because I forgot all about the angle control. If this works fine, I could use phong. If I get phonged vertices and egdes (on all angles) I'm in trouble. Karl Tried using Phong shading, and it worked pretty good as soon as I did the Flatten Normals thing on the sds. However, I observed a shading problem when I used a mirrored instance instead of a mirrored copy of the object; they just didn't render the same. This sounds to me like a bug? I even got the difference when I disabled all the shaders in the material. The scene only had two distant lights, and maybe the camera flash was active, not quite sure about this one though. Something to look into? Regards Karl This e-mail and any attachment are confidential and may be privileged or otherwise protected from disclosure. It is solely intended for the person(s) named above. If you are not the intended recipient, any reading, use, disclosure, copying or distribution of all or parts of this e-mail or associated attachments is strictly prohibited. If you are not an intended recipient, please notify the sender immediately by replying to this message or by telephone and delete this email and any attachments permanently from your system.
RE: UV texture problem on polygonal model when not phonged
Hi As the topic suggests, I'm having difficulti with stretching texture when assigned to a polygonal sds model. Texture is applied through uv sets. All quads, but might be nonplanar. But the strange thing is, when I activate phong shading for the sds object, the texture changes as well. In fact, it apparently gets rid of all stretching problems. When did phong deal with anything regarding to textures? Isn't phong limited to light considerations and shading (and interpolation for the other type of phong)? Is it a known problem? If so, any chance of fixing it (if it's not my own strange problem) for next update? Thanks for reminding abot this issue:) It is a known problem. When quad faces are rendered as NURBS pathces, stretching occurs. Phong option renders quads as two triangles and UV interpolation inside faces is linear (no undesired bending). I will try to fix this in upcoming versions (probably too late for SP3). Is there any particular reason why you cannot use Phong option with the mesh? If it is purely polygonal, you should not miss anything quality or speedwise. Well, that's my problem: When quad faces are rendered as NURBS pathces, stretching occurs. When rendered as NURBS I can to some extend understand why this could be happening. But this particular mesh is rendered as polygonal; there isn't any smoothing going on. That's why I thought this would work :) I wrote that I can't have phong shading because I forgot all about the angle control. If this works fine, I could use phong. If I get phonged vertices and egdes (on all angles) I'm in trouble. Karl This e-mail and any attachment are confidential and may be privileged or otherwise protected from disclosure. It is solely intended for the person(s) named above. If you are not the intended recipient, any reading, use, disclosure, copying or distribution of all or parts of this e-mail or associated attachments is strictly prohibited. If you are not an intended recipient, please notify the sender immediately by replying to this message or by telephone and delete this email and any attachments permanently from your system.
Re: UV texture problem on polygonal model when not phonged
Just some more info. I've attached an image overlay showing the problem 'clearly' :p When rendering with phong I get straight lines which is what I want. Deactivating it causes bends and twists of the texture on the surface. But naturally on this object I don't want phong, but also straight lines :) This surface is planar, and neighbouring quads are nearly planar. Regards Karl On Sun, 27 Aug 2006 22:49:51 +0200, Karl [EMAIL PROTECTED] wrote: Hi As the topic suggests, I'm having difficulti with stretching texture when assigned to a polygonal sds model. Texture is applied through uv sets. All quads, but might be nonplanar. But the strange thing is, when I activate phong shading for the sds object, the texture changes as well. In fact, it apparently gets rid of all stretching problems. When did phong deal with anything regarding to textures? Isn't phong limited to light considerations and shading (and interpolation for the other type of phong)? Is it a known problem? If so, any chance of fixing it (if it's not my own strange problem) for next update? Any feasable workarounds? It's for the most part a test of texture design on low poly, so it's not a biggie. Regards Karl attachment: NonPhongBug.jpg
Re: UV texture problem on polygonal model when not phonged
Hello, As the topic suggests, I'm having difficulti with stretching texture when assigned to a polygonal sds model. Texture is applied through uv sets. All quads, but might be nonplanar. But the strange thing is, when I activate phong shading for the sds object, the texture changes as well. In fact, it apparently gets rid of all stretching problems. When did phong deal with anything regarding to textures? Isn't phong limited to light considerations and shading (and interpolation for the other type of phong)? Is it a known problem? If so, any chance of fixing it (if it's not my own strange problem) for next update? Thanks for reminding abot this issue:) It is a known problem. When quad faces are rendered as NURBS pathces, stretching occurs. Phong option renders quads as two triangles and UV interpolation inside faces is linear (no undesired bending). I will try to fix this in upcoming versions (probably too late for SP3). Is there any particular reason why you cannot use Phong option with the mesh? If it is purely polygonal, you should not miss anything quality or speedwise. Kind regards, Vesa