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

Klemens Schmiady klemens.schmiady at uni-weimar.de
Thu Jan 10 17:59:22 CET 2013


Am 10.01.2013 17:02, schrieb Cyrille Henry:
> 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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>
>
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Thanks for the help! This problem still accrues if I add a texture to 
the sphere though.
The black "artefacts" disappear but I get white "artefacts" instead on 
the contrary side.


Thanks
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