General Category > Anim8or v0.98 Discussion Forum
Bug Report
CobraSpectre:
Here are the bugs I've found so far with .97a Preview with ART rendering.
Common settings:
.97a Preview
ART Renderer
No light attributes set
1 Sample rendering
If you choose 1 as the number of AA samples and render with AA, Anim8or will freeze and crash. It will render if AA is unchecked. Based on the number of rays, no AA always uses 1 sample per pixel.
Local light rendering
With "Show Camera" enabled, a local light rendered from any view other than camera01 will not show any light cast. Disabling "Show Camera" allows it to be rendered from other views/cameras.
Local lights and Spot lights ignore radius
Crash on depth channel
Rendering with a depth channel causes anim8or to crash.
Alpha Channel
If an alpha channel is rendered the image will render solid black.
Horizontal Lines in render
This is a bug I'm having difficulty reproducing. Sometimes horizontal artifacts that are similar to volume shadow or Z fighting errors will appear. I've only seen it with 4 AA samples using raytraced specular glossy and reflection materials.
Kubajzz:
Oh yes, some of those also happened to me...
Here are some more:
Strange light changes in scene mode
* Go to scene mode and add several object to the scene
* enable the 'visibility' controller for the objects and add a few random keys - hide/show some of the objects during the animation
* the light changes strangely during the animation everytime an object is hidden/shown; it shows up in the workspace and in scanline renders
Strange morphs behaviour
* Go to object mode and create a new object; it can be empty... I will call it 'EmptyObject'
* Create a new object and create any subdivision shape; make a simple morph target - let's call this object 'SubdivisionObject'
* Add SubdivisionObject to a scene and add a few keyframes to the morph
* Go back to object mode, display the SubdivisionObject and select the morph target
* Switch to EmptyObject and then to Scene mode - the morph value of the SubdivisionObject will appear as '1' where it should be '0' and '2' instead of '1'; I didn't find any way to change it back, I always have to restart the program...
Horizontal lines in render
this is probably something different than CobrSpectre reported... but the result looks very similar:
When there are too many transparent faces overlapping, there appear strange horizontal lines in the renders... 'Too many faces' means something like >100;
When making ilusion of particles, grass (or anything else) using transparent maps, this often happens to me and I have to change the camera angle (so the faces wouldn't overlap) or reduce the number of particles...
Steve:
The ART ray tracer does not match the scanline renderer exactly and never will. It is based on a more accurate physical model of light that the scanline renderer, which takes a lot of shortcuts and adds it's own rules. For example a local light's min and max radius are a hack, not on how real light works, and aren't supported by the ray tracer.
Depth and alpha channel aren't doen yet so I'll probably disable those until they work.
The volume shadow bug with the horizontal lines is know (this is with the scanline renderer, right? It's not clear which renderer you are talking about on some of these bugs). You need to use ray traced shadows for these cases.
xalener:
Oh, and the figure mode for ver. 0.97 makes the program go very slow. It doesn't do this in the other versions.
CobraSpectre:
All the bugs I reported were with ART rendering.
The horizontal lines look similar to the scanline problem but aren't the same, I'll try to get a render.
Edit:
The problem appears to be soft shadows and 4 AA samples. It happens on all AA types, glossy, reflection and glossyreflector. The sphere is the problem, the ground doesn't matter, it will happen with the default grid.
Steve, I sent you a message about your email.
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