rendering problems

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rendering problems // Visitor Area

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Post by Unregistered // Sep 30, 2007, 4:49pm

Unregistered
Total Posts: 0
I'm tryinig to make a human character with Truespace 4.3. When I render my model, it displays ragged edges from the model that don't exist.

An example:

http://i93.photobucket.com/albums/l43/Marshal_banana/prob1.jpg

This is the wireframe, how the model actually looks

http://i93.photobucket.com/albums/l43/Marshal_banana/prob2.jpg

And this is the render. Notice the ragged edges on the shoulders, sides, neck, & head.


Another problem I'm experiencing is when I paint the model. When painted, their are dark splotches on the face:

http://i93.photobucket.com/albums/l43/Marshal_banana/prob3.jpg

You also have a better view of the ragged edges. Anyone?

Post by Jack Edwards // Oct 1, 2007, 8:21am

Jack Edwards
Total Posts: 4062
pic
This has to do with the normals. I don't remember if ts4 had tools for editing normals.... :o

Post by TomG // Oct 2, 2007, 6:54am

TomG
Total Posts: 3397
I think this looks like faces with non-coplanar vertices.


If all vertices dont lie in the same flat plane, the render engine can get confused. You can try triangulating to see if that helps (a triangle always has its vertices in the same plane). A forum search on "coplanar" will turn up lots of discussion on this.


My guess, btw, is that the missing and ragged edges return on a render, but show up in the real-time solid view?


The dark areas could be the same thing. Or it could be smoothing in the Material you are using.


Failing the coplanar issue, then a normals issue would be another likely culprit. But normals should also show up in terms of difficulties selecting faces etc, that might be a clue.


HTH!

Tom

Post by Unregistered // Oct 3, 2007, 2:12pm

Unregistered
Total Posts: 0
It turns out the ragged edges were caused by my AntiAlias setting. Though the dark splotches still remain. Is it possible, when triangulating, to omit an area?

Post by TomG // Oct 4, 2007, 5:31am

TomG
Total Posts: 3397
Not possible to triangulate only certain faces using the Triangulate tool. One option is to do the triangulation manually (which can sometimes be best in fact, to get better results and keep the mesh clean).


You can do this to traingulate only where needed - triangulate; create a cube that does not touch your object; select your object; select boolean subtract; right click boolean subtract and ensure delete edges is on; click on your cube.


This deletes all edges that are not necessary - so if the triangulation is on a flat face, it will be removed. If its on a face that was not coplanar, it will stay (as its necessary).


HTH!

Tom
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