Shiney troubles

Shiney troubles

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Post Reply
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Shiney troubles

Post by Zpock »

Im working on texturing now, and I noticed a certain uglyness after turning on reflections (the big ugly pixely jagged thingie at the edge):

Image

So it looks to me like the reflection spills over from the top polygons on the other side of the edge, and/becouse their also badly stretched? (guessing here)

I wonder if this can be fixed somehow. Is it the normals? If they were set to hard edges maybe it will be better? At the moment I havn't bothered with normals at all, their all smoth edges. Or is it the polygon structure itself that's screwed up and confusing the shaders? It's modeled with the "all quads" principle.

Image

The reflection is set to 5green except for the windows that are at around 100 green.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

blah blah... that is not the shinneh, it is the shaddows.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

"/shadows 1 4096" command makes the jaggidness smaller (higher resolution shadow map). BUT the thing only happens when reflective units setting is on.

The key issue is I wonder if it can be reduced by doing something to the model/texture itself. I'll have to try and set the normals for a proper hard edge there and see what happens.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

or shadows suck at a close distance. Argue the point if you choose but I have the same thing on the whitebase and gaw.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Shadowmaps aren't scaling correctly with camera distance to the ground... said that quite awhile ago, but was mainly ignored :roll:
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I listened but meh
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Argh wrote:Shadowmaps aren't scaling correctly with camera distance to the ground... said that quite awhile ago, but was mainly ignored :roll:
Wait, your saying it's looking at stuff with the camera high up makes this uglyness? So looking closely at an aircraft you get the above? Obscure bug indeed, I wondered why it seemed worse on this unit then other (ground) units...

Guess Ill just ignore it then.
Post Reply

Return to “Art & Modelling”