artifacts again [SOLVED]

Please use this forum for general user support and related questions.

Moderator: coordinators

Forum rules
Please include your operating system type/version, LuxRender version and Exporter version used when submitting a support post.

Make sure you have read the Release forum thread for Release and RC (Release Candidates) builds as these threads contain information on known problems and workarounds: Test Builds Forum

artifacts again [SOLVED]

Postby karla » Mon Aug 01, 2011 3:27 pm

My render of a relatively high resolution human head mesh (approx 10k vertices) consistently gives shadow-like artifacts (see numbers 7 in attached image). I'm aware that, say changing sampler type to Metropolis and surface integrator to bi-directional or increasing mesh resolution may fix this, but they don't seem to correct the defect. The artifacts occur with both glossy and glossy translucent materials. I've exported and re-imported .obj models to clean the mesh, checked and flipped normals and recalculated normals on the outside several times also. Shining the light onto another area of the face hasn't helped either. Has anyone a suggestion for me to try out or is there still an occasional problem with artifacts in LuxRender?
Attachments
456_571.Scene.00000.jpg
MakeHuman/Blender/LuxRender test image
Last edited by karla on Tue Aug 02, 2011 3:51 am, edited 1 time in total.
karla
 
Posts: 29
Joined: Sun Sep 14, 2008 11:49 am

Re: artifacts again

Postby jensverwiebe » Mon Aug 01, 2011 4:10 pm

Hi

1. Check over the normals by letting show you the normal directions

2. Often repeating the recalculating of normals outside give more and more muddled result in complex objects i found. ( dunno exactly how blender interpolates this atm. )

3. Imported .obj data is often scaled and has redundant vertices. Check for duplicates and remove doubles then with the smallest margin to set ( < 0.00010 ) in edit mode.

Jens
User avatar
jensverwiebe
Developer
 
Posts: 2126
Joined: Wed Apr 02, 2008 4:34 pm

Re: artifacts again

Postby pablo » Mon Aug 01, 2011 4:56 pm

You are using glossy translucent with homogeneous volume, aren't you?
Then the #7 should be artifacts from the volume, as it doesn't consider the smoothness of the object.
With glossy material it shouldn't happen though.

pablo

Edit: It could be also due to a too high bump value.
pablo
 
Posts: 218
Joined: Sat Jun 12, 2010 9:19 pm
Location: Florence, Italy

Re: artifacts again

Postby karla » Mon Aug 01, 2011 5:29 pm

Thanks Jens, I've already tried these methods several times on several versions of the model over the past few weeks.

Thanks too, pablo. I'm already using your skin material. Bump value 0.0020 (yours = 0.0010).

I've just carried out a quick test and render which showed that the artifact appears to be caused by too coarse a mesh. Subdividing the head mesh from ~10,000 vertices to ~160,000 vertices eliminates almost all of the jagged artifacts. I'll now have to consider whether to proceed with this type of model configuration.
karla
 
Posts: 29
Joined: Sun Sep 14, 2008 11:49 am

Re: artifacts again

Postby pablo » Mon Aug 01, 2011 8:17 pm

What looks strange to me is the strenght of the issue, the lights could be liable, toghether with the volume.
Which type of lights are you using? It looks Sun & Sky, they are problematic in such situations, try light planes and a Hemi for diffuse lighting, instead.

pablo
pablo
 
Posts: 218
Joined: Sat Jun 12, 2010 9:19 pm
Location: Florence, Italy

Re: artifacts again

Postby Meelis » Tue Aug 02, 2011 12:51 am

When u open the obj model in MeshLab and go:
filters - selection - select self intersecting faces.
Are there any of self intersecting faces?
Or any non manifold edges?
User avatar
Meelis
 
Posts: 873
Joined: Sat Oct 17, 2009 2:16 am

Re: artifacts again

Postby karla » Tue Aug 02, 2011 3:51 am

@pablo
It seems that the sun-sky lighting is causing the problem. I checked back on my earlier images and files and saw no artifacts when I used area lights. When looking at the archives the artifact problem doesn't arise immediately after change from area to sun so I didn't pursue that particular factor. At the time I changed to sun-sky after advice from "MH" Manuel to create shadows. BTW your Test2-1.blend has sun-sky with no problems - which you obviously know.

@Meelis
Thanks for the suggestion. The original mesh was created by MakeHuman, exported to Blender, head cut off, head cut in half, modelled to character, duplicated, mirrored, welded together as a complete head, duplicate vertices eliminated. To try and overcome the artifacts problem the normals were checked and fixed, the mesh exported as .obj then re-imported as .obj to try and clean it up. The areas with artifacts were checked very closely and no mesh defects found. I think - apart from my initial poor re-assembly on the vertical seam halfway round the rear of the head - that the mesh integrity was perfect.

I didn't understand what MeshLab was 'till I checked just now. I haven't got it and I use Ubuntu 11.04 64 bit and there are indications that it may not run anyway. Thanks again.

I'm marking the problem as solved and will watch the lighting setup in future.
karla
 
Posts: 29
Joined: Sun Sep 14, 2008 11:49 am

Re: artifacts again [SOLVED]

Postby karla » Mon Aug 08, 2011 4:05 am

Hemi light with HDRI is now being used. Many other changes have also been made. I'm posting details on Blender Artists as I progress. http://blenderartists.org/forum/showthr ... ight=karla
Attachments
474_701.Scene.00000.png
portrait, MakeHuman/Blender/Gimp/LuxRender
karla
 
Posts: 29
Joined: Sun Sep 14, 2008 11:49 am


Return to LuxRender User Support

Who is online

Users browsing this forum: Google [Bot] and 2 guests