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Am 25.03.2012 10:58, schrieb FlyerX:
> I have been having some issues with the new Subsurface Light Transport.
> If the mesh is made up of several sub-meshes the seams between them are
> darkened.
I've never seen anything like this before with PoseRay output. (I very
much presume you're using PoseRay for generating the POV-Ray mesh2
objects yourself, right?)
> If I merge the mesh outside of POV-Ray into a single mesh with a single
> material for the complete head skin then the dark seams disappear. But I
> cannot merge the mesh outside POV-Ray since that would destroy the
> separate UV mapping that each mesh uses.
Theoretically it should be possible to merge into a mesh2 with multiple
textures without loss.
> Also the edges of the polygons are slightly visible on the forehead.
> That was easily fixed by subdividing the mesh before rendering.
That's a known problem, and difficult to fix without some significant
internal changes to surface normal handling. At present, subdividing is
indeed the only known workaround.
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