Re: UV texture problem on polygonal model when not phonged

2006-08-30 Thread Vesa Meskanen

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

2006-08-29 Thread Karl.Ruben.Pettersen
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

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RE: UV texture problem on polygonal model when not phonged

2006-08-28 Thread Karl.Ruben.Pettersen
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

2006-08-27 Thread Karl

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

2006-08-27 Thread Vesa Meskanen

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