Rendering "breakage"

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Rendering "breakage" // Archive: Tech Forum

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Post by Morgan // Dec 20, 2006, 7:20pm

Morgan
Total Posts: 138
pic
Hi all,


I'm having a bit of a problem with trueSpace 4.3. I know most of you are using something more recent, but I'm hoping I can still get some help with this oddity.


It seems that whenever I perform certain operations, such as rotating a face (as part of a sweep or as its own operation), moving edges independently from their face (either directly or indirectly through moving a face that includes a vertex the edge is attached to), or (sometimes) deleting edges and drawing new ones, the object displays correctly while I'm modeling, but as soon as I render, it looks "broken" (see image below for a quick example).


If I triangulate the object, this fixes the problem... but of course, that creates a lot of undesired edges when subdividing.


I'm hoping someone here knows why it's doing this, and what I can do to prevent it and fix it... it's causing me some problems with my fox project and other things.

Post by Bobbins // Dec 20, 2006, 11:13pm

Bobbins
Total Posts: 506
It's because the faces of your object are non-planar (a face would not lie flat on the ground). Triangulation is really the best solution here and there is an option within the render settings to triangulate the mesh at render time which should fix it. This will not triangulate the actual mesh so you will still see the square faces when point editing etc.


It might also be worth trying different auto facet angles for the shader you have applied to the object, though I wouldn't say for sure that would help.

Post by Chester Desmond // Dec 21, 2006, 3:35am

Chester Desmond
Total Posts: 323
What Bobbins said... here's some older discussions that go into a bit of detail about this


http://forums.caligari.com/discus/messages/1580/12426.html?


http://forums.caligari.com/discus/messages/1580/6658.html?

Post by Morgan // Dec 21, 2006, 6:35am

Morgan
Total Posts: 138
pic
Thanks guys. That's what I suspected was the case, but wasn't sure how to go about fixing it... wasn't aware (or had forgotten) that I could have the software triangulate at render-time.
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