Page 1 of 1
Low-poly smoothed objects, produce a black border :/
Posted: Sun Dec 19, 2010 5:26 pm
by PeterCGS
Im doing alot fo particle animations lately, and found a annoying problem. The borrders on a low poly object such as a 64 polygon "sphere" produce black borders on alot of the outer edges and in certain angles when I turn on smoothing..
Is this a know problem? Is there a workaround?.. I wish I could turn on subdivision, but exports takes forever if I do :/
/Regards Peter K
Re: Low-poly smoothed objects, produce a black border :/
Posted: Sun Dec 19, 2010 9:15 pm
by radiance
Unfortunately this is normal behaviour, you can't render objects with adjacent faces having a too high angle between normals with smoothing...
Radiance
Re: Low-poly smoothed objects, produce a black border :/
Posted: Sun Dec 19, 2010 9:37 pm
by PeterCGS
Is there any way to get a slider, setting the smoothing angle in octane? Seems like it 90 degrees+ now?
Re: Low-poly smoothed objects, produce a black border :/
Posted: Sun Dec 19, 2010 9:39 pm
by radiance
PeterCGS wrote:Is there any way to get a slider, setting the smoothing angle in octane? Seems like it 90 degrees+ now?
No, but you can use an edgesplit or similar smoothgroup system in your host app to divide your geometry and make multiple vertices for shared vertices with a too high angle to adjacent faces.
Radiance
Re: Low-poly smoothed objects, produce a black border :/
Posted: Mon Dec 20, 2010 10:20 am
by PeterCGS
Mmm unfortunately that boggs down the system.. Im already peaking the memory limit with all my particle spheres

I wish I could subdivide them one more time before sending them to Octane, but well, there is just not enough memory (and the export/import time shots through the roof aswell)..
/Regards Peter K
Re: Low-poly smoothed objects, produce a black border :/
Posted: Mon Dec 20, 2010 1:04 pm
by face
Hehe, where is the problem?
Because you are using ICE, build a LOD system.
Make a group with three types of a sphere.
Sphere1 has SubD 24/12, 2 has 12/6 and 3 has 6/3.
Use the group as the instance shape.
With the index you can access the shape you want.
Now you can build the LOD system.
Check every point from the cloud with the camera position.
Rescale the result to 0-2 and put the output over a round node in the index input.
With the source start/end from the rescale you must play around.
Have fun

face
Re: Low-poly smoothed objects, produce a black border :/
Posted: Mon Dec 20, 2010 1:30 pm
by PeterCGS
Thanx Face!
I will try that

That will certainly help alot

Now, I only have to wait for your updated plugin hehe
Re: Low-poly smoothed objects, produce a black border :/
Posted: Mon Dec 20, 2010 1:33 pm
by PeterCGS
Do you know by any chance how to setup the ICE tree so that the particles that are outside the FOV of the camera gets the lowest LOD index (or better, hidden). And particles that are behind another object? (I tried the raycast node, but didn't succeed)...
/Regards Peter K
Re: Low-poly smoothed objects, produce a black border :/
Posted: Mon Dec 20, 2010 2:36 pm
by face
Maybe you can use a cube for the FOV. The center should be near the border.
The cube should be a little bit greater as the FOV, because some points that are outside can have shapes, which are visible. Relative to the size of the shapes.
Make a position/orientation constraint from the camera to the cube.
Check if the point is in volume and change the shape to a simple triangle mesh.
You can also change the size to 0.
have fun again

face
Re: Low-poly smoothed objects, produce a black border :/
Posted: Mon Dec 20, 2010 3:27 pm
by PeterCGS

Thats why some people understand code, and some don't!

Even though Im slowly slowly getting into ICE..