WytRaven's Robot WIP
- pixie
- Posts: 2332
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
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OMG!! He already talks of himself in the third person!Deus wrote:Wyt really impressive work and I admire you for doing things the hard way...
But since this is a Deus post there will always be a "but". Wouldn't boolean operations and mesh simplification give you the same result? (perhaps even better)
Booleans create unnecessarily complicated meshes. They may look pretty when in solid mode and may render just fine but when it comes to fine tuning, the mess booleans make just causes headaches.Deus wrote:Wouldn't boolean operations and mesh simplification give you the same result? (perhaps even better)
It's not easy to explain in words but l can guarantee that building this same mesh using booleans would result in a significantly "heavier" mesh from a poly count perspective.
Complete control over the polys also makes UV mapping less of a nightmare too
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Odd Artifact
Anyone got any idea what is causing this odd artifact under Indigo 1.1.15?
At first I thought it was just due to changes in the way indigo renders since the last time I did any rendering of these objects (back on version 0.9 i think...) but after about 48 hours and no change to the black spots I'm starting to wonder if this is some sort of bug...
The material on the effected parts is aluminium nk data modified by a bump map which simulates very fine mold dimples...that's it...nothing "special".
At first I thought it was just due to changes in the way indigo renders since the last time I did any rendering of these objects (back on version 0.9 i think...) but after about 48 hours and no change to the black spots I'm starting to wonder if this is some sort of bug...
The material on the effected parts is aluminium nk data modified by a bump map which simulates very fine mold dimples...that's it...nothing "special".
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"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
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Herea bugreporting thread for this issue!
Anyway, your speed drop down from Kd-tree to BVH is realy creapy!!1!
The slowdown should be minimal
How much polys?
Anyway, your speed drop down from Kd-tree to BVH is realy creapy!!1!
The slowdown should be minimal
How much polys?
polygonmanufaktur.de
CTZn: I'll try rotating and see what happens. Won't this just move the problem though? I mean stop it occurring in those places but cause it to appear in others?
dmn: I can't turn off the bump or the object will look completely unrealistic
PureSpider: That is encouraging due to the above response to dmn.
ZomB: Creepy and for me painful...I've gone down to 10 samples/pixel/hour! The only change was switching bih_tri_threshold from about 50000 (or whatever the blendigo default is) down to 0
dmn: I can't turn off the bump or the object will look completely unrealistic
PureSpider: That is encouraging due to the above response to dmn.
ZomB: Creepy and for me painful...I've gone down to 10 samples/pixel/hour! The only change was switching bih_tri_threshold from about 50000 (or whatever the blendigo default is) down to 0
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Forget what I said, the issue is related with bih and the geometry, even while the later is of clean/simple topology. Modifying the geometry would just move the issue around the mesh. This is a severe bih bug wich I could work around only by redoing the geometry, and I don't see this as an option in your case, WytRaven :/WytRaven wrote:CTZn: I'll try rotating and see what happens. Won't this just move the problem though? I mean stop it occurring in those places but cause it to appear in others?
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