material problem issue

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Re: material problem issue

Postby hedphelym » Sat Sep 18, 2010 2:24 am

thanks to PerPixel the issue is now resolved.

First image is exported without the fix.
You can see the glass at the shelf is black,
the metal under table is black,
metal around window also is black,
also the normals on the sofa was messed up.

sample2_no_normalfix.jpg


second one was exportet with the fix, as you can see -
all the mentioned errors now works without any problem.

sample2_normalfix.jpg


Since this fix is very important I've compiled and released a new version now.
compiled for 3dsmax 2011 2010 2009 x32 and x64.
Go get it here:
http://www.luxrender.net/forum/viewtopic.php?f=33&t=3858
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Re: material problem issue

Postby patro » Sat Sep 18, 2010 2:41 am

the latest release contain only the bug fix for normal export?

EDIT:
this is my post on the feature request topic in Luxmax sub forum:
patro wrote:well....
what can I say.... thank you both for the fast bug fix...and thank you for participating to the material issue topic :)

I will test it as soon as I can....

I'm starting a few days trip in few hours... hope some one can enjoy and report in the mean time.
again thank you
Last edited by patro on Sat Sep 18, 2010 3:01 am, edited 1 time in total.
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Re: material problem issue

Postby hedphelym » Sat Sep 18, 2010 2:48 am

yes.
the new velvet material will be added next (starting on that now).
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Re: material problem issue

Postby patro » Tue Sep 21, 2010 8:11 am

hi Jeanphi,
well the problem related to rotated obj and rotated normals is solved.
before I bother Hedphelym... I want to know if you can recognize the error.
please could you try to render the attached lxs scenes... and look in it to see what's wrong?
Luxrender don't display more any error for normals but there is always some black shaded faces on the cube... always the ones far from camera view.
btw... excuse my insistence... but is it possible that the error could be related to the camera(LuxMax). if you look the 2 render below... you will notice that the black shaded faces are perpendicular to camera.
thank you
lux sky face test.lxs
(51.56 KiB) Downloaded 26 times

luxout1.jpg

lux sky face test front.lxs
(51.56 KiB) Downloaded 22 times

luxout front.jpg

I also try to render the exported scene with Luxrender 0.6 and got same error. strangely I noticed great difference.
please could you explain which from the 2 images - above 0.7 and below 0.6 - is the correct one? and why there are so many difference especially in light reflection. I can see that while using the same u/v exponent the 0.7 version the copper material is rendered correctly.
luxout 06.jpg

thank you
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Re: material problem issue

Postby hedphelym » Tue Sep 21, 2010 8:44 am

try and turn off the "default light group" in the light group tab.
that solved it for me in a render if I remember correct.
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Re: material problem issue

Postby patro » Tue Sep 21, 2010 8:49 am

2010-09-21_154741.jpg

thank you for the tip... but as you can see it didn't work for me.
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Re: material problem issue

Postby zsouthboy » Tue Sep 21, 2010 8:50 am

I don't know how it's handled in Max, but this looks like it's caused by normal smoothing being on with triangles that are at 90 degree angles to one another.

In Blender we use something called "EdgeSplit" which separates the mesh when quads/triangles are next to another and are over N degrees apart, but leaves the rest of the model intact for normal smoothing.

As a simple fix turn off smoothing on the object...
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Re: material problem issue

Postby patro » Tue Sep 21, 2010 9:13 am

zsouthboy wrote:I don't know how it's handled in Max, but this looks like it's caused by normal smoothing being on with triangles that are at 90 degree angles to one another.

In Blender we use something called "EdgeSplit" which separates the mesh when quads/triangles are next to another and are over N degrees apart, but leaves the rest of the model intact for normal smoothing.

As a simple fix turn off smoothing on the object...
thank you for the tip....
disabling the built-in smooth of the chamferbox work like you say.... no black shaded faces are to see.
I also add a mirror plane to look how the chamferbox look's from back side and it's OK.
see attached image:
luxout smooth on & mirror.jpg

luxout smooth off & mirror.jpg

how to work now with smoothed obj without to get black shaded faces?

Luxrender log show also this error:
[2010-09-21 16:14:20 Warning: 0] Parameter 'relsize' not used
[2010-09-21 16:14:20 Debug: 0] Compiled scene size: 8KBytes
[2010-09-21 16:14:20 Warning: 0] Parameters 'xsamples' and 'ysamples' are deprecated, use 'pixelsamples' instead
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Re: material problem issue

Postby jeanphi » Tue Sep 21, 2010 10:13 am

Hi,

I agree it looks like a normal export issue, however a 600 vertices object is quite difficult to analyze.
And comparing the same scene file rendered with v0.6 and v0.7 is completely pointless given the number of incompatible changes between both versions.

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Re: material problem issue

Postby patro » Tue Sep 21, 2010 10:55 am

there is no way to lover the vertices... the chamferbox above have 3 segments for the fillet.... I try with 1 and the issue is not to see.
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