#Unwanted lines/'flecks'
6 messages in this thread
I have a 2500, toaster 4000 running LW3.5. When working with
a logo over a 'water' plane (using surface displacement ripples)
both the surface of the logo and the water have black lines
that I haven't had in previous versions (may also have had the
problem on LW3.1 with a different object). Turning of self shadow
gets rid of it, but that is not a good solution, I want self shadow.
Also the 'water' surface now has a pattern that looks a lot like
a dither which is also undesirable. I have the Effects/Dither OFF
so I don't think it is that. I have tried toggling just about every
combo, but I haven't gotten rid of the problems. Anybody had and/or
fixed similar problems?
— thanks
Rudy Appleby
(ps. these are surfaces/objects/scenes that didn't have these
problems in LW3.0)
Are you refracting through the water?
JG
John,
I don't think so, but I'll double check it.
I'll work on it some more and update you.
Thanks
Rudy
Two things come to mind. Make sure that somehow you have not mistakenly loaded
"copies" of the objects twice or created two polys that are identical in your
objects. I had a scene in which I was tracing shadows and I kept getting weird
lines and specks (black) and that was the problem. I had inadvertantly loaded
the scene (or a part thereof) twice and this screwed up the tracing. Also,
LW3.5 acts a little differently in trace mode when objects do not have their
polys aligned properly. As an example, if you create a sphere and flip every
other polygon, then load the object, select for rendering both sides of the
polys, choose reflection tracing and render, you'll get a kind of checkerboard
random modulation of the reflected objects.
Anyone else noticed this?
Hope this helps.
Jim Roof
Jim,
I think it will be a case of the poly alignment. I'll get it into the modeler
again and see if I can't tweak it. I'll let you know what I find
out.
Thanks
Rudy
Jim: I haven't noticed what you specifically mentioned, but something
similar:
When using "trace shadows" double-sided polys will exhibit a strobing
effect when self-shadow is used. The above happend on a model using
double-sided polys as "fins" (i.e. a very thin panel) with image and
specularity maps. The object in question was not completely made up of
double-sided polys, so those parts modeled "normally" rendered fine.
Turning off self-shadow clears it up. I don't recall this happening
previously. Sounds like a similar problem…
Trent/ReAnimators