Giant X on my carpet

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Giant X on my carpet

Postby Justintime9 » Mon Sep 22, 2008 3:06 pm

Shorah, I'm working on an age, and It's shaping up really good... however, in render, and Lightmapping, there's a big stupid X in the floor! I thought at first that it was the lighting. (I have a LOT of spot lights next to each other on each side, and one above) Image
but... when I deleted all the spot lights, except for the overhead one, it STILL had the X, even with just one spot light, so it wasn't overlapping lights or anything. Anyone have ANY Idea what the heek is happening?
Here's a render (and the X :P): Image
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Re: Giant X on my carpet

Postby Grogyan » Mon Sep 22, 2008 11:13 pm

Is it possible that you changed the ambience on those "tiles", I had a similar problem in my shell when I had changed an ambience setting, and so appeared darker than any new objects I added.

Also check to see how many materials are attached to that object and what they affect.

But my gut feeling is that the ambience in that cross is what is making it appear
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Re: Giant X on my carpet

Postby electroglyph » Tue Sep 23, 2008 4:01 am

Try removing the Linkinpoint or moving it up in the air temporarily above the center spot. Some things that are not objects sometimes get treated like one and this is the only object in the perfect place. X marks the spot.
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Re: Giant X on my carpet

Postby Marcello » Tue Sep 23, 2008 11:37 am

Another suggestion close to the ambient settings one... could you have vertex painted those faces?
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Re: Giant X on my carpet

Postby Justintime9 » Tue Sep 23, 2008 11:54 am

Ok, I tried both things you guys said, and they didn't work... however, I created a new plane, with the same texture, and while it didn't work, when I took away the spot lights, except one, the X was gone. Perhaps, before, it was rendering the lightmap, thus making it seem like deleting the other spot lights didn't help. However, I still have a problem. Since the X was caused by huge amounts of spot lights on each side, I need to find a way to evenly light the floor, with many colors, but at the same time, have no X. Any suggestions? :P
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Re: Giant X on my carpet

Postby Trylon » Tue Sep 23, 2008 1:08 pm

I'd suggest using about 4 to 6 lights, strategically placed - more lights wouldn't make much of a difference to the viewer anyway.
Besides that it'd probably be much on the renderer.
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Re: Giant X on my carpet

Postby Paradox » Tue Sep 23, 2008 3:48 pm

Remember that Plasma can only have 8 lamps affect a single object at once. Your best bet would be to make a texture and apply it as a projection lamp.
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Re: Giant X on my carpet

Postby Justintime9 » Wed Sep 24, 2008 12:44 pm

Ok, I tried making a texture, and applying it as a projection light, but it just didn't look natural (it's hard to make it look like the light is coming from the windows, or at least make it look like it's being lighted realistically. I also tried adding only a few spot lights, but the problem, is there there's a big bulge of light in certain areas, that, realistically, could only be there if there was a light source right in the middle of it. So... any more suggestions? :P
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Re: Giant X on my carpet

Postby Jojon » Wed Sep 24, 2008 3:07 pm

Well, I am assuming you intend to use the rendered lightmap for the floor and a quartet of projection lights to illuminate the avatar in-game, simulating the effect, where accuracy matters less.

Are you absolutely certain there is not a cube of some sort lurking in your project somewhere? It certainly looks like there is one (well a hexahedron at any rate) casting shadows there, right in the middle of the room. Might be worth a quick browse through the outliner.
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Re: Giant X on my carpet

Postby Grogyan » Wed Sep 24, 2008 10:50 pm

Justintime9 wrote:Ok, I tried making a texture, and applying it as a projection light, but it just didn't look natural (it's hard to make it look like the light is coming from the windows, or at least make it look like it's being lighted realistically. I also tried adding only a few spot lights, but the problem, is there there's a big bulge of light in certain areas, that, realistically, could only be there if there was a light source right in the middle of it. So... any more suggestions? :P


Just an idea, have you checked the normals of that mesh?

Its definitely not interference, or is it?
Try reducing the lamps inside the mesh to 1 and outside, limit it to either 2 or 3 lamps per side and have a try again.

Barring that, and its not ambience, not the slider that the tutorials say, but the one in the shaders tab, in edit mode -> Shading (F5) - > materials ->shaders that ambience slider there works differently to the Ambience slider under the "Material" tab.
It was that that caused so much grief in my shell when I was reworking it and ended up with two totally different shades on 2 objects
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