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Massive widget rendering under Vray

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Massive widget rendering under Vray // Bugs

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Post by weaveribm // Sep 8, 2007, 3:27am

weaveribm
Total Posts: 592
This very annoying Vray lighting fussiness is showing up yet again

I had the scene ready to start a Vray flythrough render- and the lighting went bad again, with both area lights and the infinite-sun light dark

Traced it to the Infinite light which for a couple of weeks working on the scene has behaved. But only after a life-or-death struggle with it the last time and the time before that

I deleted the Infinite light and created a Directional light and in Workspace the light shows up, things are settling down: then I notice that the created light when I select Centre Object in the LE is not a Directional light (the new Workspace Inflight) but instead the light is somehow under a WindowHandle object that I'd created earlier as two objects Created As 3D Object. I deleted the light, created another - the Directional light does not have its own node in the LE it keeps being created in a node with the WindowHandle object-node name. It's madness.

Then when after hours I move the window glass, trouble with lights again not passing through the glass after being perfectly fine for weeks- god it's like starting all over again someone do something

But anyway :)

Please look at the Vray render below where there is the buggiest render I've ever seen

A persistent 3D widget renders (dark because of the lighting bug but highly visible if you know what you're looking for) in the final Vray image that is nowhere to be found in the scene and which looks like a Workspace widget about 3ft across in the middle of the floor wtf is going on it's turning into a Spot The Widget competition :)

Peter

http://i117.photobucket.com/albums/o63/Mington/ErrorShadowNotes/buggy_widgetrenderinginvray.png

Post by weaveribm // Sep 8, 2007, 3:45am

weaveribm
Total Posts: 592
Modelside Vray render

Peter

http://i117.photobucket.com/albums/o63/Mington/ErrorShadowNotes/buggy_widgetrenderinginvray_frommod.png

Post by Steinie // Sep 8, 2007, 4:28am

Steinie
Total Posts: 3667
pic
To the untrained eye you might not see the widget but if you stare really long...

Post by prodigy // Sep 8, 2007, 4:35am

prodigy
Total Posts: 3029
pic
Hahahaha... you must submit that on Strange Behavior for sure..:D

I never get that error..

Post by weaveribm // Sep 8, 2007, 4:41am

weaveribm
Total Posts: 592
lol we have an early Spot The Widget competition winner :)

The lighting turns out to be just yet more recalibration and trying to find an infinite light that just works, one minute it works then it doesn't, then an application crash for goodness sake how hard can it be just let it work please for the love of God :) honestly one doesn't need to be a rocket scientist. Or projectile technician :)

Sorry but I have to smile it's such good kit mostly and the directional light works nicely in Workspace then it stops showing, round up the usual suspects take the glass out do the hokey-pokey for the money it's not too bad if you take out the six weeks therapy costings :)

Peter

Post by prodigy // Sep 8, 2007, 4:50am

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Total Posts: 3029
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:D

Be carefull where you walk at school kids.. you may kick a widget!!

Plz.. (english speakers) correct my joke plz ;)

Post by weaveribm // Sep 8, 2007, 11:54am

weaveribm
Total Posts: 592
It took me some time to decide what it was. I thought it was an anvil at first "I don't remember an anvil in this scene..." :)

Hmm I now remember that the ground plane, the checker or the wire: the checker was almost exactly in the same plane as the scene's floor plane and there were patches of ground plane shimmering so I turned off the TS7.51 ground plane to fix it. I see the Henry Moore 3D widget sits exactly on the floor/ground plane...

It doesn't appear all the time, only in some renders

I notice that the created light when I select Centre Object in the LE is not a Directional light (the new Workspace Inflight) but instead the light is somehow under a WindowHandle object that I'd created earlier as two objects Created As 3D Object. I deleted the light, created another - the Directional light does not have its own node in the LE it keeps being created in a node with the WindowHandle object-node name. It's madness.

This behaviour also appears to be buggy. A light object does not have its own LE node but appears in an Encapsulated object. The encapsulated node (a window handle) has a Colour (for a light) parameter... ooh I wonder if new objects are somehow being created as sub-objects. I notice sometimes that when I create a new primitive and select it, the last object I created appears to be unioned to the new object. It'll be me again I bet and this is a feature and not buggy behaviour. Better to ask for help and sound like the village idiot than to become bitter and twisted about it I think :)

I would like to make a clean scene can I Encapsulate In 3D all the objects in the scene and take them away and load them back into a Generated New Space I wonder. The metaphor is: isolate the victim and replace all his dubious bodily fluids with pasteurised versions :)

Peter

Post by weaveribm // Sep 8, 2007, 12:06pm

weaveribm
Total Posts: 592
Not a schoolroom Prodigy - but like one yes. It is a 'dispersal' room on a WW2 airfield. A military room where active pilots wait to hear the alarm bell that tells them to get to their Spitfires quickly, Enemy Sighted!

Here they sit quietly and not so quietly and play cards and tell the English jokes about sausages and cabbage crates :)

So your joke is translated to the English not because your English is not English, no it is very good - but because your kids are RAF pilots :)

"Watch out Smithers! That arty chap Henry Moore's been around again, dropped that plaster maquette off. He insisted that one day all 3D artists will be using this tool. I think he said he'd be back next week with the bronze patinated version. Thirty thousand polygons whatever they are... he mutters a bit yes"

Peter

Post by Jack Edwards // Sep 8, 2007, 12:27pm

Jack Edwards
Total Posts: 4062
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Yeah you have to watch out for that. If you create or load an object from library while in PE mode, it either gets unioned with the current mesh or added at that level within the LE. So make sure you exit from PE mode before creating a new primitive or loading an object.


You can also load whole scenes into sub objects. So always be careful to use double click to load scenes. And when you drag and drop items to the LE make sure you're at the scene level first.

Post by weaveribm // Sep 8, 2007, 1:15pm

weaveribm
Total Posts: 592
make sure you exit from PE mode before creating a new primitive or loading an object

Great stuff Jack thanks, I had a feeling I'd stumbled on to another feature :)

Preparation is the key I'm learning - and trying to remember that. Checklist yes: do not be in certain modes Peter when wanting to do some operations because TS is set up to be very flexible, lots of freedom. But that means having the freedom to fall under a bus sometimes when in pavement-strolling mode crossing over. I'll take the hit we're soon back on the road again

The lighting problem went away even quicker this time, just that Henry Moore being a nuisance now. I'm going to create a pneumatic drill object that'll shift it. What we call a jackhammer over here. Were you ever a private eye Mike :)

Thanks for help and support all!

Peter

It's like in Bioshock getting research pictures :)
http://i117.photobucket.com/albums/o63/Mington/OnFinals/recalibratedlightinghenrymoorewidge.png
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