Sigh... Yet another problem...
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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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in addition, the 'smoothing' of KT only applies to 3ds and .obj models... not models exported with SU2KT... they will use the smoothing from SU2KT's action from SU. If smoothing an object from SU in KT with the r-click-smooth option, results will vary from bad to not-so-good.
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Thanks Fletch,
It was driving me crazy, too that I could not find an answer in SU (I do not know as much about Kerky as you therefore I had no clue what and how to change there).
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I think what the problem is (after reading your great post) is that the radius of the edge is small enough so that it just looks like a mistake. or something to that effect, because it would be there in reality, it just wouldn't be so blatantly obvious as it is in the renders. Your renders make it look normal, while the render i made, at the angle i want it, makes it look terrible.
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I can ask Clipi and Tomasz what they think. Perhaps Giannis will take a peek, it would be good to get confirmation.
I've only used KT since last October. It doesn't take long to become proficient, but then I had several years rendering experience before that (like 10yrs) and I took to KT like a duck in gold water. Try HDR lighting, it's instantaneous, and you'll like it. Check my latest WIP on the KT forum. to see a building with HDR lighting on it. Then I just mask render in the background (there's a tut. for d/l on the KT home page download sections if you don't know how this is done.)
keep up the great work!
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