#feature or bug?? <bg>
3 messages in this thread
Hi to all,
you might remember my question regarding the lost polygones in my animation.
After I`ve spent some time with the problem I found out something curios:
My scene contains 350 cubes standing on a large ground. The cubes are
box-mapped and the ground was planar mapped. My camera flies through the
cubearray wich looks like a big labyrinth. When I rendered the animation I saw
holes in the cubes and in the ground. But only the faces wich are very close to
my camera were lost and not in all frames, only in a few. I made the materials
two sided, set the Z-Clipping to 0.001, scaled up the whole scene by more than
1000%, I changed the camera lens: nothing worked. I used a basic material
(without bump maps and other tricky settings) but this didn`t help too. After
all I break my cubes and the ground in a few hundred thousend faces. Now I had
less holes but still enough to cry…
My next try was to render only the ground (I hided all other objects). Yeah!
The ground was rendered correctly. Now I unhided the cubes and rendered again.
Now the holes were back, even in the ground.
I gave the cubes a normal material, used planar mapping and rendered the scene
again. Now there were no holes in my scene!!!!!
Conclusion: box-mapped cubes can cause holes (unrendered faces) in the cubes
and even in the ground where the cubes are standing on. The holes appear close
to the camera and only in some frames.
This problem took three days and all my nerves to figure out.
I think I won`t use box mapping in the future…<bg>.
Just a little story from Germany,
Michael Bassier
Was the ground just one LARGE box (ie very few faces?) or did you use a grid
for the ground? Also, were the boxes co-planar with the ground surface?
Just a wonderin'
– Peter
The ground was a large box (with only two faces on each side) for the first
try. Then I made a grid with 30.000 faces. I tried the boxes co-planar and
not-co-planar with the ground. I tried everything. Nothing worked.
Michael