POV-Ray : Newsgroups : povray.general : SEVERE shadow problems with Blender POV renders?? Is anyone familiar with i= : Re: SEVERE shadow problems with Blender POV renders?? Isanyonefamiliar with i= Server Time
28 Apr 2024 23:49:57 EDT (-0400)
  Re: SEVERE shadow problems with Blender POV renders?? Isanyonefamiliar with i=  
From: Alain Martel
Date: 21 Nov 2019 15:11:44
Message: <5dd6ef80@news.povray.org>
Le 2019-11-20 à 02:25, Thomas de Groot a écrit :
> Op 19/11/2019 om 18:50 schreef Alain Martel:
>> This is a mesh sphere. The triangle are places where the triangles 
>> composing the sphere are actually pointing away from the light but 
>> their normals would demand that they be illuminated.
>>
>> The usual solutions are :
>> Subdivide the mesh. (make the triangles smaller)
>> Use an area_light with the area_illumination feature. (make the 
>> terminator more fuzzy)
>> Rotate the object or change the location of the light. (shift the 
>> problem area out of view or shift the light so that it no longe cause 
>> the problem)
>>
>> None of those are perfect. All often still show those triangles, but 
>> make them less visible or smaller. The last option listed can, in some 
>> cases, hide the problem area, but probably won't work in this case.
> 
> I agree. In my personal experience with mesh2 objects, subdivision is 
> the best way to go. It means heavy subdivision is some cases, especially 
> when dealing with smooth objects. Additionally, this can be alleviated 
> to some extend by applying a (micro) normal to the object, as this also 
> helps to hide the triangles.
> 

Or use a noisy texture that can also help hide those triangles.


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