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Ugly result! http://horde3d.org/forums/viewtopic.php?f=2&t=437 |
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Author: | speeder [ 20.07.2008, 20:11 ] |
Post subject: | Ugly result! |
Hello! I have a problem... I finally managed to discover how to export a proper collada (yes, since my first post is nearly a month, I was during all this month coding with placeholder art, ie: the knight ![]() That is: On Irrlicht, the object looked EXACTLY like the Maya hardware renderer, but Irrlicht had some problems and this is why I switched to Horde3D Seemly, the texture got "blotchy" and I can see clearly the UV seam (I mean: the place where the two sides of the texture meet), I still do not figured what is wrong exactly, and I can not explain what is wrong with the rendering but that seemly or the texture is scaled wrong or blurred... Btw: I am using the skining.shader.xml shader, and I tested both Forward and Deferred pipelines (I want to use deferred on the final project, unless forward proves to be faster) Also, I do not figured how to properly configure a light, the lights I created myself always gone wrong, a light needs a FOV? What the light FOV do? |
Author: | Indecisive [ 20.07.2008, 20:40 ] |
Post subject: | Re: Ugly result! |
Are you sure it's the texture? We had a problem with visible texture seams on our project recently and it was due to a bug with soft normals across a texture seam which has been fixed if you update from svn. Have a look at the topic here to see if your problem is similar to ours: viewtopic.php?f=2&t=383 Also the light FOV relates to "cone angle" in Maya terms. The example light shader that comes with horde is a spot light which is why it has an FOV/cone angle. |
Author: | speeder [ 20.07.2008, 20:56 ] |
Post subject: | Re: Ugly result! |
Indeed, it is the same problem, I mean, the diffrence between Maya and the app is the same (ie: seams get ugly visible and some extra shading apears) I need then the SVN version of the converter? (I am using the lastest Horde avaible on the site, 1.0beta I think) Also, a guy on IRC (btw guys: JOIN IRC!) told me that I need to do a normal mapping, and that it should have a texture... it is related? (I know that I only have a diffuse texture, so no normal mapping texture...) |
Author: | Indecisive [ 20.07.2008, 21:13 ] |
Post subject: | Re: Ugly result! |
Normal mapping could potentially lessen the problem but that's not the cause of it. Assuming you are using tangent space normal mapping (very common method) the vertex normals are still used to "wrap" the normal map around the object so I suspect you would still have trouble with it. You should never _need_ a normal map but it will depend on the desired effect whether it will be useful or not. Usually normal maps are used to add high frequency surface detail which is able to react to lighting. But anyway.. that's a different issue all together. I think you'd be best to follow the same advice that Volker gave to me which is to update the converter from SVN where this issue has been addressed. |
Author: | speeder [ 20.07.2008, 21:15 ] |
Post subject: | Re: Ugly result! |
Also Dragonrift told me on IRC that normalmapping makes the thing faster, since Horde3D calculate normals each frame when not avaible... What he meant? |
Author: | Indecisive [ 21.07.2008, 00:26 ] |
Post subject: | Re: Ugly result! |
Yep definitely looks like vertex normals are getting messed up somewhere along the way. Are you saying that this screenshot is of a model that has been put through the new converter (from SVN) or the one that comes with the 1.0 release? |
Author: | speeder [ 21.07.2008, 00:59 ] |
Post subject: | Re: Ugly result! |
From the 1.0 release... Collada made using ColladaMaya... Crap, I do not want to install SVN client here >.< |
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