fxnut
09-16-2003, 11:30 AM
Just wanted to raise the profile of this thread that's running at the moment (so hopefully Newtek see it and investigate):
http://vbulletin.newtek.com/showthread.php?s=&threadid=10793
It appears that if you have a raytraced light and turn the bump percentage up, you end up with some very odd problems with self shadowing. It's even more pronounced when you go above 100% to the extent that the self shadow disappears.
This ONLY happens if it is a continuous mesh, i.e. you'd be able to select the whole thing by selecting one polygon and doing a 'select connected'.
If you're curious, try making a ball, giving it a fractal noise bump map and turning the bump up to say 700%. Now render it with a raytraced spotlight lighting it from the side. The ball will look as if it's being uniformly lit - no shadows. (see below)
http://vbulletin.newtek.com/showthread.php?s=&threadid=10793
It appears that if you have a raytraced light and turn the bump percentage up, you end up with some very odd problems with self shadowing. It's even more pronounced when you go above 100% to the extent that the self shadow disappears.
This ONLY happens if it is a continuous mesh, i.e. you'd be able to select the whole thing by selecting one polygon and doing a 'select connected'.
If you're curious, try making a ball, giving it a fractal noise bump map and turning the bump up to say 700%. Now render it with a raytraced spotlight lighting it from the side. The ball will look as if it's being uniformly lit - no shadows. (see below)