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Extend rendering "range" in TS3?
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Extend rendering "range" in TS3? // Archive: Tech Forum
Post by invader // Jan 10, 2007, 6:38am
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invader
Total Posts: 2
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Normally I hide this visiblity issue by using fog, but my current project is a whole city and I'd like to be able to see buildings that are more than a tenth of a mile away when I render an image. Far off structures currently don't get drawn in render mode, though the entire city is visible in preview mode. I've looked through all the options I can think of and can't find any way to extend how far the renderer "sees." Does the option perhaps exist in an .ini file or something? Truespace's units of measure include distances a hundred times greater than the default visibility range, so I'd be amazed if there wasn't a way to fix this. I've seen this same problem in later demos. |
Post by TomG // Jan 10, 2007, 6:58am
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TomG
Total Posts: 3397
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Not heard of this one, any screenshots available?
My suggestion is a simple one - select everything in the scene, and then scale it down. That way you keep everything inside this "render distance". There's no setting for render distance, certainly not in recent versions, cant recall tS3 so well now but I dont remember ever having that sort of setting.
It is likely there would be a maximum range outside of which the render engine won't render, but it would be pretty extreme. Scaling your scene down should work though. You may need some fall off changes to lighting, but for a "landscape" type scene that probably won't be a factor.
HTH!
Tom |
Post by Norm // Jan 10, 2007, 7:42am
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Norm
Total Posts: 862
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My first thought is of scale of scene/objects. If you have objects very far away from location 000 for xyz, they are not rendered becasue of that distance.
So you scale down entire scenario so it all fits in default grid size, you should be ok. If you have to introduce a camera object and scale it down to size and use it as render "eye", the same look and feel to the scape should remain.
In 3D, the further away from location 000 you go, the less accurate everything becomes. |
Post by invader // Jan 10, 2007, 10:58am
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invader
Total Posts: 2
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http://www.fragglerockforever.com/misc/city.jpg
Notice in the upper right corner, a part of one structure is actually cut in half and appears to be floating. Everything in the back is missing. Btw, the actual size of the city (in TS units) is only 500 meters across, which really isn't very large.
And the trouble with just shrinking everything is although technically its still to scale, a lot of sense of the actual size of the city is lost (not to mention it becoming a lot harder to animate the camera with subtle movements). Setting it to wide-angle creates that distorting fish-bowl effect as well.
It's been very irritating. The city is deep in a canyon miles across, which I haven't even modeled yet. Or the skybox, which poses similar problems. I like my skyboxes to be ridiculously huge so the parallaxing isn't noticable when the camera moves.
I'd be rather surprised that a CGI renderer would need a distance limitation. Unlike real-time rendering, there's really no constraints. Technically all a renderer needs is extra processing time (and occasionally more power/memory) to render a larger area. |
Post by jamesmc // Jan 10, 2007, 11:11am
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jamesmc
Total Posts: 2566
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I don't know the polygon count of the whole scene, but have you tried exporting the scene as one grouped object and rendering it under a different engine?
Let's say, bryce, vue, blender or whatever choices you have.
Or at least try to export a couple of objects and place them the same distance (in meters or feet) in another rendering program to see if you get the same effect. |
Post by TomG // Jan 10, 2007, 1:14pm
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TomG
Total Posts: 3397
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I actually think this is something else and not distance. The object does not look cut in half by distance, as the line at which it is cut is not at the right angle with the camera.
I create a 500m x 500m cube in tS4, and placed three cubes on it, and rendered it from one corner. This means the total view is around 700m in distance. All objects rendered fine.
That actually is a large scene and has no benefit set up at that size - you can tell by the size of the workspace grid just how large that scene is :)
Scaling it down will make no difference to how it looks when rendered. You will also still be able to easily animate the camera in a smaller scale without any difficulty. By scaling the camera, scale the mesh representing the camera, so you can drive / fly it easily through the streets. It will in fact make no difference to how the render looks (and wont give a fish eye effect, that only comes if you scale in one axis and not in all axes at once).
You'll get a big plus in terms of less mouse dragging to move from one end of the city to the other.
However, I think it may not solve your problem. You should certainly try it, just to see if it is distance that is causing this, but something tells me that's not the case here.
Let us know if the same effect applies once the scene is scaled down (whether or not you plan on working with the scene like that, do please test to see if the smaller scale scene does render correctly).
HTH!
Tom |
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