CompuServe Thread

#Aspect Ratio Problem.

4 messages in this thread
#22469From: Larry MintonAug 27, 1992 2:02 PM
Except when separating a set of faces from a "wall", so that you can assign different materials to the inside and outside of the wall. Question: overall, what is the best way to model a wall of a house? Say I have a 4" exterior wall, different materials on "inside" and "outside". To minimize number of faces, it seems like I should create a 4" wall and "create object" from the "inside" faces. 'Course, this way I usually have problems with Z-buffer. Is the best way to create a 2" inside wall and a 2" outside wall? Will I get into trouble deleting faces which are not visible? Seems not, as worst case you would be back at 1st way of creating walls… Any recommendations from the trenches? Thanx, LAM
#22480From: Yost GroupAug 27, 1992 3:57 PM
Larry, one wall, made up of inside faces mapped with material "A" and outside faces mapped with material "B", is the best solution. I don't understand your statement "'Course, this way I usually have problems with Z-buffer". Please explain. – G
#22515From: Larry MintonAug 28, 1992 9:25 AM
That goes back to the house model I had sent to you (the one with the lousy lighting). If I created a single wall, and then split off the inside faces as a separate object, the inside wall didn't show up during some renders. Was all a bit strange. Rendered ok in 3d editor, didn't render in keyframer. Another wall set up same way didn't show up at some angles. Acted like the normals were flipped, but even setting them as 2-sided didn't help. I would like to split off the inside wall from the outside wall as an object, because if I have to change mapping or material, it's a whole lot easier to do a bunch of those at the object level rather than the face level. LAM
#22527From: Yost GroupAug 28, 1992 11:07 AM
Well… with that model it could be anything. Have you looked at your scale and z-clip values? – G