MikeB Posted October 2, 2002 Share Posted October 2, 2002 I've been doing some expirments lately with material and reflections, this was done in VWA/RW 9.5.3b2 on a Mac G4 733. I was a little disappointed to see the black speckles on the Silver ball. Has any else seen this, is it a bug or me? Quote Link to comment
MikeB Posted October 2, 2002 Author Share Posted October 2, 2002 I used the Conductor Shader Ambient - 2 Diffuse - 2 Specular - 8 Mirror - 10 Roughness - 1 Refraction Red - 0.13764 Refraction Green - 0.128079 Refraction Blue - 0.156556 Absorption Red - 3.75 Absorption Green - 4.33 Absorption Blue - 2.33 The settings aren't really specific, I just kept tweeking them until it looked right. The texture uses the Object Color which is White. There are 2 point lights. I can send you the file if you want. I've seen this with other textures too. They seem to only occur with reflective shaders. [ 10-02-2002, 01:12 PM: Message edited by: MikeB ] Quote Link to comment
MikeB Posted October 2, 2002 Author Share Posted October 2, 2002 The objects are spheres converted to nurbs They show up under the final Renderworks, and custom renderworks with mapped shadows/transparency off. Quote Link to comment
MikeB Posted October 2, 2002 Author Share Posted October 2, 2002 OK, I've messed with this some more today. It seems the "Artifacts" appear after I convert the sphere primitive into a nurb. What I'm after here is a perfectly smooth reflective sphere. If I render the primitive sphere with a reflective texture I can see the facets, when I render the primitive converted to a nurb with out the reflective texture I get a perfectly smooth sphere, its when I apply the reflective texture to the nurb that the artifacts appear. I haven't tried a sweep converted into a nurb yet, I'll try that next. Quote Link to comment
MikeB Posted October 2, 2002 Author Share Posted October 2, 2002 quote: Originally posted by MikeB: I haven't tried a sweep converted into a nurb yet, I'll try that next. That didn't work either. Quote Link to comment
MikeB Posted October 2, 2002 Author Share Posted October 2, 2002 Here's another example. this is a sweep converted to a nurb, with the default mirror settings. The Sphere is about 6' tall Quote Link to comment
MikeB Posted October 2, 2002 Author Share Posted October 2, 2002 Well now I'm a little confused, this is a primitive with the same texture as the image above. But I don't see the facets that I see in wire frame. What happens to a primitive when you render it? Quote Link to comment
Guest Posted October 3, 2002 Share Posted October 3, 2002 Mike, We know of this problem. We call em "artifacts". There are some textures that have too many lights reflecting on it and it can cause these artifacts. Let me talk to Dave and get a better answer for you. [ 10-02-2002, 12:32 PM: Message edited by: Katie ] Quote Link to comment
MikeB Posted October 3, 2002 Author Share Posted October 3, 2002 Was it fixed in VW 10? Thanks Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted October 3, 2002 Vectorworks, Inc Employee Share Posted October 3, 2002 Hello Mike: What shaders are being used for the mirrored ball? What render settings were used, is this Final? I haven't been able to get the same result here with spheres or swept arcs, although I have seen these artifacts before. Quote Link to comment
MikeB Posted October 3, 2002 Author Share Posted October 3, 2002 Alright, last one, this started as the same primitive pictured above, then I subtraced an extruded rectangle from it. the result was a subtracted solid that VW converted to a nurb in the subtraction process. While there are some artifacts in the subtracted area, there is nowhere near the distortion of the primitive that was manually converted to a nurb by me in the first image. I hope all this is helpful to someone, I just find it kind of interesting Quote Link to comment
Guest Posted October 3, 2002 Share Posted October 3, 2002 Mike, I'm buglisting this problem. If you could be so kind as to email the file/files you are working with where this problem exists, I'd be happy. I can add those to the buglist entry for review by the engieer. Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted October 3, 2002 Vectorworks, Inc Employee Share Posted October 3, 2002 Hello again Mike: It looks as if the NURBS surfaces are behaving as if they have two sides to them, and you get something similar as if you had 3D polygons that were coplanar (the "comb" effect). I will try to fix this as soon as I can. Quote Link to comment
MikeB Posted October 3, 2002 Author Share Posted October 3, 2002 quote: Originally posted by Katie: If you could be so kind as to email the file/files you are working with where this problem exists, I'd be happy. Katie: If thats all it'll take to make you happy, you must lead a very joyous life Whats your address? Also, heres a summary image of what I've been doing. And in wire frame [ 10-03-2002, 10:58 AM: Message edited by: MikeB ] Quote Link to comment
MikeB Posted October 3, 2002 Author Share Posted October 3, 2002 One last note, the image above was rendered with one light, The reflective material is simply the default mirror settings. Quote Link to comment
MikeB Posted October 3, 2002 Author Share Posted October 3, 2002 Well, I almost let this rest but I just noticed something else In this image the reflective nurb sphere is in front of a red primitive sphere, but you can see the red through the reflective sphere. Something dosen't seem right here. Quote Link to comment
Guest Posted October 4, 2002 Share Posted October 4, 2002 I'm gonna buglist all of this together. You can send them to tech@nemetschek.net attn: katie Quote Link to comment
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