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Le 2019-11-19 à 07:27, jr a écrit :
> hi,
>
> "tmelram" <taj### [at] yahoocom> wrote:
>> "jr" <cre### [at] gmailcom> wrote:
>>> "tmelram" <taj### [at] yahoocom> wrote:
>>>> "jr" <cre### [at] gmailcom> wrote:
>>>>> "tmelram" <taj### [at] yahoocom> wrote:
>>>>>> Hi, I am using Blender to model and wanted to use POV ray to render my scenes.
>>>>>> But, I'm getting serious shadow issues. There seem to be triangles near
wherever
>>>>>> there are shadows!
>>>>>>
>>>>>> A picture of the problem:
>>>>>> https://i.imgur.com/z6Ftxv6.png
>>>>>>
>>>>>> How can I remedy this??
>>>>>
>>>>> I guess it would be helpful to see the (generated) scene code.
>>>>>
>>>>>
>>>>> regards, jr.
>>>>
>>>> Sure, here you go:
>>>> ...
>>>
>>> not sure of the cause, but changing the light_source makes for a smooth shadow
>>> line, ie I did:
>>> ...
>>
>> Thanks, it worked!. But, it seems to have flipped the direction of the light.
>
> yes. I left out the transform.
>
>> It's either upside-down,backwards, or both. I chose a simple sphere with one
>> light just to test. But for a more complex scene it might help to know what
>> exactly did you change to make it so that there wouldn't be any triangles. What
>> did you do?
>
> nothing else.
>
> as Mr and B Pokorny have mentioned, perhaps use a "real" sphere, or, if there's
> a need for the mesh2, try using 'smooth triangles' (see documentation on 'mesh2'
> object).
>
> sorry to be of little help, I do not use Blender.
>
>> Also I found this article:
>> http://wiki.povray.org/content/Knowledgebase:The_Shadow_Line_Artifact
>>
>> What do you think of it and the solutions?
>
> depending on the scene you're working on, I think playing with 'shadowless' in
> the lights, and or with 'no_shadow' object modifier, is definitely worth trying.
>
>
> regards, jr.
>
>
The model already use smooth_triangle.
Using shadowless will kill any highlight from that light. It will also
render the use of photons impossible as shadowless light NEVER shoot any
photon.
Using no_shadow may hide those artefacts by suppressing self shadowing,
but the object will no longer cast any shadow in the scene.
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