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V1 bug: Striping in textures...
Posted: Tue May 02, 2006 7:44 pm
by Kabe
...well, we had this in an earlier beta, i I recall it right. It was gone with RD5.
With elongated polygones, stripes appeared.
Now, striping/black patches is back in all it's glory:
The scene can be downloaded here:
http://klausbusse.de/Temp/Maxwell/BlackPatches.zip
This is the exact background from the dinis scene, and it rendered fine in RC5 (and of course it renders fine in other renders).
Kabe
Posted: Tue May 02, 2006 8:14 pm
by Prowler
Hi Kabe,
I just downloaded your scene, enabled physical sky and sun and it rendered without the stripes! Do I have to change something more?
Viele Grüße
Prowler
Posted: Tue May 02, 2006 8:34 pm
by spekoun
Same problem here...
One step forward a and two steps backward... Not good for C4D users
Posted: Tue May 02, 2006 9:37 pm
by lllab
this explains a lot of troubles i have...
is this only in the c4d plugin translation or on the core app?
stefan
Posted: Wed May 03, 2006 9:48 am
by Kabe
Prowler wrote:Hi Kabe,
I just downloaded your scene, enabled physical sky and sun and it rendered without the stripes! Do I have to change something more?
Viele Grüße
Prowler
You are rendering with V1? That's strange...
Kabe
Posted: Wed May 03, 2006 12:34 pm
by cri3d
Hi Kabe,
I just downloaded your scene, enabled physical sky and sun and it rendered without the stripes! Do I have to change something more?
the same here: no stripes.
Posted: Wed May 03, 2006 12:50 pm
by Kabe
Well, it might have to do with iamge resolution?
I rendered in 640 x 480 or higher, unfortunately you can't set this in the
document.
Kabe
Posted: Wed May 03, 2006 8:44 pm
by Carl007
I get lines too.
ed.
Saw that the name of the camera in the plugin window was spelled with a "k" instead of "c"
is it because it is in german?
Maybe NL does not understand german?
what is it with this noise pattern by the way, is it a workaround to get more stocastic kind of noise distribution?
/Carl
Posted: Wed May 03, 2006 8:46 pm
by Kabe
So, here's the *.mxs - exspecially for the people who were not able to reproduce it:
http://klausbusse.de/Temp/Maxwell/blackPatch_mxs.zip
Have fun - ehm, sort of....
Kabe
Posted: Wed May 03, 2006 8:54 pm
by Carl007
same with that one..
Posted: Wed May 03, 2006 9:16 pm
by Carl007
I changed the mesh count on the "Ebene" object, to these values:
With segments 40
height segments 40
Now it looks good.
Posted: Wed May 03, 2006 11:13 pm
by cri3d
Cuold the phong tag be?
Did you try to connect to one object the object called "striping" to have one object without deformer?
Sorry, still works fine here.
Posted: Thu May 04, 2006 3:52 pm
by Kabe
Carl007 wrote:I changed the mesh count on the "Ebene" object, to these values:
With segments 40
height segments 40
Now it looks good.
Of course, but that's not the point. It seems that M~R has quite a limited
accuracy when it comes to small polygones, and these polygones still cover
several pixels in the result. Stuff like this happens a lot with CAD data, and high polycounts are sometimes even neccessary in M~R to avoid banding.
It worked in RC5, and it looks broken in V1.
Kabe