CompuServe Thread

disappearing faces! hel

14 messages in this thread
#177791From: Michael BassierJun 29, 1995 10:48 AM
Hi to all! I have the following problem: I made a cube and copied a few hundred times with the create/object/array function. I mapped the cubes with a bumpy box mapping. The cubes are standing on a flat ground with a bump mapping too (I used a tiled planar mapping). In my 2300 frames large animation I fly through the cubes with my camera (linked on a CamDummy). Now the problem: sometimes the faces wich are close to my camera (the cubeside to the left and to the right side of my camera, and the ground) are dissapearing. I don`t hit the faces with my camera, my Z-clip setting is the default value of 1.0 units. What can I do to solve the problem? BTW: I use one spot light with raytraced shadows. On my Pentium/100 Mhz with 64 MB RAM a image in a resolution of 720×576 takes more than 8 hours to render… (without swapping to disk). Well I use some animated opacity maps to show some special effects, I use some LenzFX Aura`s and have some spaceships flying in the space. But 8 hours seems very long. I think there are some ways to optimize the raytraced shadows <g>. Thank you very much in advance. Michael
#177895From: Robert C. RitgerJun 29, 1995 10:25 PM
Michael: Z-clipping is the first thing that comes to mind. I'd try a setting of .1 and see if that works. I've used this setting and have had success, FWIW. If this fails I would link everything together in the Keyframer and scale the whole model up. To cut down rendering time have you deleted all of those cube bottoms which are sitting on the ground? Can you delete any other faces which never get pointed to the camera? Can you exclude some cubes or other objects from your light source? Can you change the attributes on some objects to keep them from casting shadows or receiving shadows? A couple ideas anyway. Bob
#177916From: Michael BassierJun 30, 1995 1:30 AM
Hi Robert! Thank you very much. I`ll try a Z-clipping of .1. I already deleted all faces that I don`t need. But still much rendering time. If I turn off the raytraced shadows the Pentium/100 renderes an image in a few minutes. I tried to use a shadow map but this needs a very big shadow map size (much bigger than my memory). My solution is to make two weeks holiday. The best way I think <bg>. Michael
#178490From: Michael BassierJul 5, 1995 7:29 AM
Hi Robert! To set Z-clipping to 0.1 doesn`t work to solve my problem. I tried to scale up the whole scene but then I loose all my animation pathes and they are very very complex and important. I can`t animate my scene again (very much sync. points)… Any other idea to keep my faces away from dissapearing ? Do you think it`s because of the box mapping? But the ground doesn`t have a box mapping, only the cubes. Hmmm, seems like a strange thing… Michael BTW: I use a 28 mm camera lens and I thought it could help if I use a 50mm lens. It doesn`t work… 🙁
#178591From: Robert C. RitgerJul 5, 1995 6:37 PM
Michael: You could try setting the z-clipping to a number even lower than .1 (.01 or even 001). I don't know what the practical limit is but the explicit limit is 0. A keyscript might be a way to scale up all of your camera keyframes. I'm not even a novice at keyscripting yet, so I don't know if this idea will work. Is there anyway to avoid using the low to the ground camera angles? Bob
#178647From: Michael BassierJul 6, 1995 1:38 AM
Bob: Yeap, I`ll try a lower value. I also have no experiences with keyscripting. Originally I was a programmer and when I heard that 3DS will have keyscripting I was quit happy to make some nice scripts. Now I have no time to read the new manuals… 🙁 Michael
#178656From: Lars ReckmannJul 6, 1995 5:12 AM
Hi I do have the same problem with z-clipping (see also 3DS forgets polys) and put the z-clipping down as much as possible but this still didn't help. Please any suggestionss are welcome Tom
#178729From: Michael BassierJul 6, 1995 2:16 PM
Hi Lars, yeep, I saw your message. Putting Z-Clipping to 0.001 doesn`t work for me and scaling up the scene to more than 1000% doesn`t work, too. Then I spent some time under the shower (I have my best ideas there <g>) and had the following idea: I use a basic box (with two faces) and put my whole scene on it. Now my idea was: how decide the Z-Buffer when a face is visible or not. For e.g. when I`m on the ground with my camera sometimes more than 90% of the face isn`t visible (because it`s behind us). To make sure that my idea goes in the right way I used a complex grid with a few 1000 faces as the ground. After rendering a testimage I saw that the most faces are visible. Only some holes appear close to the camera. The more faces I use for the ground the less holes are rendered!!! This technique works fine for my cubes but not for my very large ground plane. I already use more than 20.000 faces but I still have some holes. Any ideas? Michael
#182066From: david W. mennenohJul 25, 1995 8:23 PM
Michael, Got your ground problem solved? What do you do the ground object in? If not 3DS then have you checked to make sure it's not flipped normals or something instead of a clipping problem. If you scaled up your scene 1000% then it's most likely not a clipping thing. Can you look at the object in optimize or view or something and see if it's normals. Hope you get it solved. Let me know. DM
#183355From: Michael BassierAug 3, 1995 3:32 AM
Hi Dave, sorry for the delay but I was in HOLIDAY!!!!!! Yeap, now I`m ready for strange new things… Well, I made the ground in 3DS and it wasn`t a normal problem. The problem only appeard when I used box-mapped cubes on the ground. Very strange… Michael
#178677From: David J. MarksJul 6, 1995 9:09 AM
>> A keyscript might be a way to scale up all of your camera keyframes. I believe you can link everything to a single dummy object and then scale the dummy as needed at frame 0. Everything including your keys should scale accordingly. (I've heard it discussed, but haven't tried it yet.) – Dave
#178819From: Robert C. RitgerJul 7, 1995 2:26 AM
Dave: I suggested the scale idea but I don't recall the magic of doing the scaling on Frame 0. I'll have to try that one on my own, thanks for the idea. Bob
#182676From: Ernie PatzelJul 28, 1995 7:38 PM
Scaling with a dummy object is the right idea, but if you want to preserve animation paths, you should ONLY link the ROOT parents to it (root parents are the objects that are on the far left in the show tree list), NOT their children! It's probably also best to do the scale-up in frame one, not zero – this leaves your editor alone for continued adjustments and new object creation (when trying to compare them to objects already existing). Actually, other than placing pivots and linking, I don't do anything else in frame zero – I copy all track info to frame one and do all my keyframe work from there. My editor is then always how I last left it! Ernie.
#182771From: Scott ReynoldsJul 30, 1995 12:52 AM
Yeah, spot on Ernie, I do that too! It's a v sensible technique.