CompuServe Thread

#inconsistent rendering

6 messages in this thread
#12066From: Joe MillerApr 9, 1992 6:32 PM
I'll try to simplify my problem. My .3DS file is actually about 4.5MB in size, but I don't know what details matter except those listed below. 1) I created a three dimensional box in AutoCAD. 2) I arrayed the box vertically about 15 times. 3) I DFX'd OUT the resulting drawing. 4) I loaded the DXF file into 3D Studio 2.0, with weld set to 0.001 5) I applied two or three omni lights above the boxes and rendered them. The problem is that partway up the vertical element, I get triangular shaped dark areas at the horizontal seams of the boxes. Not at all the seams, and not at any given vertical repetition. Maybe the seams at rows five and eleven will have the dark areas. The vertical element created by the piled-up boxes should be completely even in color or at least shaded slightly, but what I'm getting is definitely not desirable. I've checked my geometry and it's OK. Everything meets mathmatically at the seams with no gaps whatsoever in ACAD. Any help will be appreciated. I'll provide more info and even upload some files if you would like. Thanks -Joe Miller
#12080From: CSA/CAApr 9, 1992 8:12 PM
Joe, Do you get the same problem forcing 2-sided rendering – could be the result of flipped normals. Kevin Krell – Computer Support Associates
#12110From: Evan Yares [WeirdTM]Apr 10, 1992 4:39 AM
Kevin: The darkening he's seeing is like one of the surfaces is at an angle, and catching a shadow. Like this: ______________ ______________ | | |\ | | | | \ | | | | \ | | | render | \ | |————–| ———-> |————–| | | | | | | | | | | | | |______________| |______________| Two polygons Upper polygon has diagonal shadow
#12162From: CSA/CAApr 10, 1992 1:08 PM
Evan, While flipped normals are a possibility (remember, there's a lot of use of triangles, here), Gary's suggestion of setting the smoothing group would work if that is not the case, unless there is some duplicate geometry stacked up. Kevin Krell – Computer Support Associates
#12104From: MARTIN G FOSTERApr 9, 1992 11:19 PM
You can apply a two-sided material to the boxes to compensate for flipped face normals, or display, geometry, all lines and see if the black triangles conform to any of those faces. If so, do a surface, normal, face flip. This is a little tedious but it can avoid the need for a 2-sided material which is double the rendering for those faces you apply it to.
#12127From: Yost GroupApr 10, 1992 10:05 AM
This definitely sounds like a smoothing group problem. Note that using 2-sided faces will NOT solve this problem, because smoothing is dependant upon the surface normals facing the _same way_ for smooth-shading to happen within a smoothing group. If you use a 1-sided material, and the surface normals are facing the same way, try this: – Under Surface/Smoothing/Object, clear all smoothing groups. – Then, do an AutoSmooth on that object. If this doesn't solve your problem, you've either got double faces in that area or some other geometric anomoly. – G