[PD] Lighting glitch, [alpha]-object depth detection

Cyrille Henry ch at chnry.net
Thu Jan 10 17:02:45 CET 2013


hello,

thanks for providing a simple patch to reproduce this effect.

this artefact came from the default light model in Gem : lights are computed for both side of mesh.
  
The best solution is to remove this option (see attachment).
I usually disable it anyway since it is unneeded if you are careful with normals, and disable it can improve rendering speed.

cheers
c

Le 10/01/2013 16:22, Max a écrit :
>
> Am 10.01.2013 um 12:34 schrieb Jack <jack at rybn.org>:
>> Le 10/01/2013 11:57, Klemens Schmiady a écrit :
>>> Am 10.01.2013 11:40, schrieb Cyrille Henry:
>>>> hello,
>>>>
>>>> i can't reproduce this.
>>>> is there anything special to do in the patch?
>>>> cheers
>>>> c
>>>>
>>>> Le 10/01/2013 11:06, Klemens Schmiady a écrit :
>>>>> Hey there,
>>>>>
>>>>> the sphere in combination with the lighting leads to strange
>>>>> artefacts as shown in the .jpg.
>>>>> Looking for a solution.
>>
>> I think, this is because your viewpoint come too close to your geo (sphere).
>> Put a [max 2] (for example) on your Z axis for the viewpoint to avoid
>> collision.
>
> i don't think it's that. i simplified the patch a bit more:
>
>
>
>
>
> with
> GEM: ver: 0.93.3
> GEM: compiled: Nov 10 2011
> i have the same phenomenon here.
>
>
>
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