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<div class="moz-cite-prefix">Am 10.01.2013 17:02, schrieb Cyrille
Henry:<br>
</div>
<blockquote cite="mid:50EEE625.5080709@chnry.net" type="cite">hello,
<br>
<br>
thanks for providing a simple patch to reproduce this effect.
<br>
<br>
this artefact came from the default light model in Gem : lights
are computed for both side of mesh.
<br>
<br>
The best solution is to remove this option (see attachment).
<br>
I usually disable it anyway since it is unneeded if you are
careful with normals, and disable it can improve rendering speed.
<br>
<br>
cheers
<br>
c
<br>
<br>
Le 10/01/2013 16:22, Max a écrit :
<br>
<blockquote type="cite">
<br>
Am 10.01.2013 um 12:34 schrieb Jack <a class="moz-txt-link-rfc2396E" href="mailto:jack@rybn.org"><jack@rybn.org></a>:
<br>
<blockquote type="cite">Le 10/01/2013 11:57, Klemens Schmiady a
écrit :
<br>
<blockquote type="cite">Am 10.01.2013 11:40, schrieb Cyrille
Henry:
<br>
<blockquote type="cite">hello,
<br>
<br>
i can't reproduce this.
<br>
is there anything special to do in the patch?
<br>
cheers
<br>
c
<br>
<br>
Le 10/01/2013 11:06, Klemens Schmiady a écrit :
<br>
<blockquote type="cite">Hey there,
<br>
<br>
the sphere in combination with the lighting leads to
strange
<br>
artefacts as shown in the .jpg.
<br>
Looking for a solution.
<br>
</blockquote>
</blockquote>
</blockquote>
<br>
I think, this is because your viewpoint come too close to your
geo (sphere).
<br>
Put a [max 2] (for example) on your Z axis for the viewpoint
to avoid
<br>
collision.
<br>
</blockquote>
<br>
i don't think it's that. i simplified the patch a bit more:
<br>
<br>
<br>
<br>
<br>
<br>
with
<br>
GEM: ver: 0.93.3
<br>
GEM: compiled: Nov 10 2011
<br>
i have the same phenomenon here.
<br>
<br>
<br>
<br>
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<br>
</blockquote>
<br>
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</blockquote>
Thanks for the help! This problem still accrues if I add a texture
to the sphere though.<br>
The black "artefacts" disappear but I get white "artefacts" instead
on the contrary side.<br>
<br>
<br>
Thanks<br>
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