Geometry Issue

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AndreaMannori
Licensed Customer
Posts: 153
Joined: Thu Feb 24, 2011 8:25 am
Location: Bergamo

Hi guys, I have a geometry issue with the Sponza model... I checked geometry, normals, phong's angle, bool smooth in Octane but nothing seems to solve this bug.
See the attached images. C4D R13
Thank you in advance!
Attachments
geometry_normals2.jpg
geometry_normals.jpg
geometry_issue.jpg
Frame_00000000.jpg
Andrea Mannori

win 8.1 x64; nvidia 770M driver 340.52; octane standalone 2 + c4doctane 2.
petergazo
Licensed Customer
Posts: 32
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Location: Bratislava, Slovakia

awesome :) I love it
i5-2500k | 16GB ram | gtx460 2GB (display) + GTX580 1.5GB | Win7 pro x64 | v1.0 beta 3.00b | http://www.behance.net/petergazo
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Proupin
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try to manually quadrangulate whatever 4+ sided polygons you have there
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bepeg4d
Octane Guru
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Location: Italy
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i suggest to delete the normal tags and to lower the phong angol to about 20 for rounded low poly geometry ;)
ciao beppe
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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

The normals on the wall above the arc look broken to me, it should be plain red like the wall behind the arc.

--
Roeland
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TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

roeland wrote:The normals on the wall above the arc look broken to me, it should be plain red like the wall behind the arc.

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Roeland
Yes they do look broken but in renderfarmsrl's screen grab of the normals displayed thay are not. I have had this issue with a couple of downloaded models and was unable to find the issue. The normals were all correct in Maya, I even took the model into Maya and cleaned up all the geo, exported the geo as an Alembic cache (which usually fixes everything) and then re-exported an obj to Octane Render and still had the same problems. The only solution I found was to rebuild the offending geo by hand using Maya's native tools, delete the original and then re-export the obj, of course I didn't need the UV's to match the original.

T.
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FooZe
OctaneRender Team
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Joined: Tue May 15, 2012 9:00 pm

I have noticed at least with blender i get similar problems if i use really huge geometry (500m+).
Have you tried scaling the whole thing down?

Cheers
FooZe
AndreaMannori
Licensed Customer
Posts: 153
Joined: Thu Feb 24, 2011 8:25 am
Location: Bergamo

Hi guys, I did a second version using the "triangulate" command... to convert any quads into tris. Then I exported to octane... it seems that the problem is still alive :roll:
See the attached images... by going deeply, I saw that also materials are affected by this issue...
Thank you in advance!
Attachments
Broken_Normals_tris.png
Broken_Materials_tris.png
Render_tris.png
Andrea Mannori

win 8.1 x64; nvidia 770M driver 340.52; octane standalone 2 + c4doctane 2.
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FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Hi Guys,

This is what i was taking about when i have problems with geometry that is too large.
I made a simple 2 cylinder model to test. I made it big enough to get problems then scaled the exact same thing down by a factor of about 150 then re-exported from blender, updated the obj in ocatane, re-arranged the camera to get the model into view again and all was happy.

Cheers
FooZe
Attachments
fixedRender.jpg
fixedUVs.jpg
fixedNormals.jpg
brokenShading.jpg
brokenUVs.jpg
brokenNormals.jpg
brokenMaterialID.jpg
AndreaMannori
Licensed Customer
Posts: 153
Joined: Thu Feb 24, 2011 8:25 am
Location: Bergamo

Thank you for the answer FooZe... Do you think it's a plugin issue or an Octane obj import failure? (.. I'm not very happy because I don't want to do all those crazy steps to reach a very standard result!)
Andrea Mannori

win 8.1 x64; nvidia 770M driver 340.52; octane standalone 2 + c4doctane 2.
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