Sigh... Yet another problem...
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That was a problem i had with the circle the first time i made it, but i made sure it wasnt there this time.
Here it is with the front face hidden:
If it helps, it was made using follow me. I made half of a face, flipped it to make the other side, then pulled it around a circle to create the whole thing. So both sides are exactly the same.
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Can you post the skippy?
What renderer are you using?
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Im using kerkythea, and for some reason the file size is like 8 MB (no idea why, ive deleted all the extra stuff) so ill host it on the warehouse.
Odd, after uploading it says its only 2MB (still bigger than it should be though)
http://sketchup.google.com/3dwarehouse/details?mid=259e23015b688d26285663b602a605b9
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Well, no wonder the size - there are rather high-poly objects in it!
Yet I found unnecessary faces inside the group with the triangle and the cross, too. You can tell they are there when editing the groups and selecting the front face - it does not select the whole (although it should since the whole is smoothed).Delete those, too - though they will not considerably affect the file size.
For rendering it is OK - the more high poly you have, the smoother the final render will be.
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Yeah i forgot about those, they are far enough away from the camera that you dont notice it.
But that doesn't explain my problem with the circle.
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But you have solved the problem with the circle, haven't you?
Have you rendered the scene ever since? -
the circle never had the problem of interior faces. The last image was to show that there wasnt an inside face that was causing the problem.
I still have this problem. Here is a render i just did looks terrible because i have a ground level plane AND a global on at the same time, but you can see the line.
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Yes, that line is apparently there. I also ran some test renders with Kerky and the same result. I even raised the smooth/soften percentage to 100 % in SU but nothing. I just cannot imagine what causes it.
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@gaieus said:
I just cannot imagine what causes it.
Thats what im saying... Its very irritating, because thats supposed to be a smoothed edge according to SU. I would make this stuff in blender, but im still trying to figure that program out.
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Maybe try to do that extrusion along the ring again. I can imagine that there is a very-very small "gap" in between that maybe even SU cannot "notice" (there is a tolerance level in it). I just zoomed in so much I could almost already see the electrons running up and down but could not see any defect in there.
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ive done it three times using a different method each time. the first method was to create one half, flip it, position it, then make a face and use follow me to go around the side.
Extruded a face around a circle.
Extruded half a face around a circle, mirrored it, and lined it up.
Same result each time. -
I have also cut it in half, mirrored it and reglued to each other (hoping that the other side is "OK" as there isn't anything visible problem there) but the same result.
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Yeah i think later on ill be moving on to the Kerky forums to try and get one of the higher ups to come to my rescue. I happen to like this scene, i think it looks nice with the simple shapes and my handle. The shapes btw are Playstation controller buttons. I have a 1600x1200 render as my desktop but at that resolution that line sticks out like a sore thumb and id like to get rid of it.
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Yeah, I was just about to suggest you to visit the Kerky forums. There, in the "Integration" category there is a SU subforum for issues like this. Maybe it is an export glitch, I don't know.
Tomasz can tell there. -
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@solo said:
Well i still see the line, so its still there... But that does look nice, very nice materials. I have a similar red car paint type material that i managed to pound out after spending about 3 hours on the kerky forums looking at how tos and stuff. I would post a picture of it but my PC is so ridiculously old that ive been rendering this 200x200 image for the last 2 hours. The ray tracing alone took 3688 seconds, or 61 minutes.
But when its done ill put it up i guess.
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Masta Squidge (name?), if you haven't already solved this problem, I would think that the problem might be in K, not in SU. I have limited experience in K, but try the smoothing setting for the material you apply to the donut.
The folks at the K forum are great about helping too, and could probably identify the issue quickly.
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My name is Rob or RJ if you wish. I havent already solved this, but the smoothing has been tried. Its starting to get irritating lol.
But at the moment im working on putting a mini install of XP on one of the computers sitting in my room, so ill get to this mess later.
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ok RJ, I d/l'd your model, and had a theory it was a SU UV mapping thing... will try some things and let you know. initial tests were inconclusive but not heartening.
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I have concluded that it's the shape. Unless you can build it in blender, render it, and get it to look any different. I re-built the object myself at large size (50'radius) and very high poly 100 segments per curve, and smoothed in SU)
My tests all show the 'line' you are seeing. If you notice, it's not only on the inside but also around the outside of the shape it is where the normal of the face is no longer coplaner to the inside or outside 'flat' face of the donut. I think that if you were to create this form in real life there would possibly be something similar in it's reflections as well, but perhaps I am mistaken. it probably would be there, but just not as pronounced as in the SU model rendered here. I do not believe this is a KT issue, but perhaps it is, I have been wrong before. I think it's possibly a SU2KT issue, if my theory about the fact the shape is going to reflect light like it is because that's the shape it is.
I lit this in 1 second using an HDRI, I rendered this with MLT preset 7 passes, in less than 4 mins.
I applied a material in SU, then set it to be the diffuse color of the object, set the reflectivity to be 1.0 The material here was not physically accurate, but was to test if UV mapping the object would help. Because the object now had UV coords from SU I was able in KT to go to Window>BitmapCoordinates and change the UV style to Spherical. Later I changed the .jpg map in the diffuse to power of .05, set the reflectivity to .95 (.95+.05=1.0=physically accurate material, properly built for KT) and it rendered like the last picture here. the 'line' you see is still there... but again, I think it's because it's physically accurate to how this object would actually reflect light.
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