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Author Topic: Material Question  (Read 2599 times)

johnar

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Material Question
« on: November 30, 2014, 01:17:27 am »



 Please tell me, what is this black line that always appears on my spheres?
 It's there whether default material, any lightish colour, and any texture.
  Man its annoying...
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Claude

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Re: Material Question
« Reply #1 on: November 30, 2014, 03:04:40 am »

johnar

I think there's 2 lights on opposite side of the sphere.The rays
are unable to reach that zone.
diffuse factor = 0
ambient factor = 1
would make it disappear obviously,but is it better ?
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johnar

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Re: Material Question
« Reply #2 on: November 30, 2014, 05:24:19 am »

Hi Claude. Thanks for your reply.
 I'm pretty certain its not a lighting issue. I can rotate the sphere, scene or object mode, and the line rotates with it, so that cant be lighting, can it?.
 In the image below, you can see where the faces are a slightly darker colour where the line appears. (the cursor is sitting on one of the faces)


 Its got me stumped.
« Last Edit: November 30, 2014, 06:32:12 am by johnar »
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Raxx

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Re: Material Question
« Reply #3 on: November 30, 2014, 07:14:19 am »

As Claude said, it's the result of the default lighting setup, which is entirely static. Rotating the view around won't change the positioning of the light sources, but if you rotate around a sphere then I guess it's easy for it to seem as if the lighting is rotating with it :) The line is just the dark space between two light sources. If you shine two lights on a ball from opposite directions, you'll get a similar effect.
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johnar

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Re: Material Question
« Reply #4 on: November 30, 2014, 08:40:55 am »

Thank you Raxx for seconding Claudes opinion. Understood.
 Deep down i was thinking my old graphics card(s) were going. lol
 Whew. relief  Thanks to you both.
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cooldude234

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Re: Material Question
« Reply #5 on: November 30, 2014, 09:41:09 am »

Yes, there are two infinite lights opposite to each other. I'm pretty sure steve did this so that way you could see the depth of the objects without covering areas in darkness per say.
So it would be a neat-O-feature to have an option to set up your own default look; that way you could have it so if you were working on something that needed to be fully lit in a specific way you could view it while working on it like that. Or you could have it the opposite way and make it completely unlit (I mean with no lights or shadows), which in of itself has its benefits.
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Smirkyguy

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Re: Material Question
« Reply #6 on: November 30, 2014, 11:59:21 pm »

Actually, a correction, its only one light, but it passes through the object, since there are no shadows in the workspace renderer. the yellowish light is actually the faces being illuminated from the backside. The reason for the black stripe is that the light doesn't illuminate surfaces that it hits at or near a right angle. Well, you learn something new every day... I always believed it was one light...
« Last Edit: December 19, 2014, 12:40:43 pm by Smirkyguy »
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cooldude234

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Re: Material Question
« Reply #7 on: December 09, 2014, 05:43:48 am »

Actually, a correction, its only one light, but it passes through the object, since there are no shadows in the workspace renderer. the yellowish light is actually the faces being illuminated from the backside. The reason for the black stripe is that the light doesn't illuminate surfaces that it hits at or near a right angle.
Could be that, depends on how Steve implemented it.
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Claude

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Re: Material Question
« Reply #8 on: December 10, 2014, 10:29:37 pm »

To settle this, I had a look at the glsl shaders.
There's 2 lights,infinite as mentioned by cooldude234
and of opposite direction.They don't have a location.
(different than Anim8or normal infinite lights)
1 is totally white.The other has a diffuse of 1, 1, .7
explaining,I think the yellowish color of the back of
sphere.
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johnar

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Re: Material Question
« Reply #9 on: December 12, 2014, 08:45:32 pm »

Claude
Quote
1 is totally white.The other has a diffuse of 1, 1, .7explaining,I think the yellowish color of the back of sphere.
Do you think that if both 'virtual' lights had a totally white setting, then the the yellowish colour might go away?
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Claude

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Re: Material Question
« Reply #10 on: December 13, 2014, 01:24:10 am »

johnar

Use Anim8or_1101 to open the attached file.
(work space opengl rendering in scene mode in that version
uses the Anim8or lights )
Go to scene mode.Look at the 2 infinite light setup and the
result on the sphere.
Make  both lights totally white and see what happens.
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johnar

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Re: Material Question
« Reply #11 on: December 13, 2014, 03:29:22 am »

 Yip. Theres that line, as plain as day.
 Cheers Claude
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cooldude234

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Re: Material Question
« Reply #12 on: December 16, 2014, 02:42:50 am »

johnar

Use Anim8or_1101 to open the attached file.
(work space opengl rendering in scene mode in that version
uses the Anim8or lights )
Go to scene mode.Look at the 2 infinite light setup and the
result on the sphere.
Make  both lights totally white and see what happens.
LOL, I already forgot about the glsl shaders :P I guess there is a way to set up your own default lighting for the workspace now ;P
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Steve

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Re: Material Question
« Reply #13 on: December 17, 2014, 10:47:15 pm »

AFter experimenting with several schemes, I chose to use a lighting rig of two directional lights pointing in opposite directions for editing. With the "back" light slightly yellow the depth is arguably somewhat easier to perceive without masking the look of the materials.

This lighting configuration is the simplest, computationally speaking, and works well even on minimal graphics cards.

Note: There is a falloff to zero where each light just grazes the edge of the model due to the material's diffuse component. This causes the darker ring around the sphere. If the light was even everywhere you wouldn't be able to see any shape!
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johnar

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Re: Material Question
« Reply #14 on: December 18, 2014, 08:36:10 am »

 Thanks for that Steve
 Sort've feel a little bit silly, but now not as silly as before. So thats a good thing.
 Seasons Cheer.
 Have an enjoyable time.
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