We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Some surfaces come up black

Home Forums General Questions Some surfaces come up black

Viewing 9 posts - 1 through 9 (of 9 total)
  • Author
    Posts
  • #40273
    johngrigni
    Customer

    I don’t know why, but these underside surfaces are coming up black, which flickers when you move and becomes normal at certain angle and zoom levels, and I don’t know why. The normals are pointed the right way, there are no duplicated verts or doubled faces. I’ve tried removing the face and replacing it, making the face into its own separate plane, nothing works. The part in questions gets cloned to fill in the area for the grill, but they don’t overlap (I thought it might be z-fighting at first, because the flicker) but as far as I can tell there is no overlapped parts. Any ideas?

    Attachments:
    You must be logged in to view attached files.
    #40306

    Hi,

    It looks like a bug with the normals/lighting. Can you provide a link to the scene?

    Co-founder and lead developer at Soft8Soft.

    #40308
    johngrigni
    Customer

    Removed link

    #40309
    johngrigni
    Customer

    I checked the normals, and they are fine. And I’m not sure how the lighting could affect some but not all of the parallel faces.

    #40311

    Thanks for the link!

    It turned out that something is wrong with that object’s material (“CoverFinish”), particularly with the “unitDiffuse” node:
    unitDiffuse.png

    If you set the node’s “Blend” parameter to anything but zero it fixes the issue. It’s probably an edge case and we’ll look into that. For now you can just set “Blend” to 0.001 and it should work.

    Attachments:
    You must be logged in to view attached files.

    Co-founder and lead developer at Soft8Soft.

    #40314
    johngrigni
    Customer

    Thank you! That was driving me nuts!

    #40319
    johngrigni
    Customer

    I’ve stumbled on another problem – when the height reaches a certain point (controlled by a morph value – shape key) this one face on the front gets all strange, as per the photo. It only does this for the ‘Perforated 1’ style, but the other Perforated styles aren’t active yet, and Linear is built from cloning horizontal and vertical bars, no morphs. at 17″ height it is fine, at 18″ it is black, and above that it is like a different texture.

    Attachments:
    You must be logged in to view attached files.
    #40325
    johngrigni
    Customer

    Here is a link to the hosted app:

    #40334

    I’ve stumbled on another problem – when the height reaches a certain point (controlled by a morph value – shape key) this one face on the front gets all strange, as per the photo.

    Oh, yeah, this one of the limitations of shape keys. We should probably add information about that in the manual.

    The reason the face looks weird is because a certain shape key when fully applied turns some faces inside out and verge3d doens’t handle this case well. The “diagonal.frame” object has a couple shape keys like that (heightOpen and moveDownOpen):
    heightOpen.png
    moveDownOpen.png

    The solution is to rework these shape keys, for example heightOpen can be changed to this:
    heightOpenFixed.png
    – this way there’s no faces turned inside out anymore. There is a drawback though – the shape key now affects the mesh to a lesser extent than before. It means that in order to acheive the same shape with this new shape key you need to use larger values (more than 1) in puzzles, i.e. if you change a shape key to be 3 times smaller then you can just multiply the morph factor by 3 right before using it in “set morph factor” puzzles.

    Attachments:
    You must be logged in to view attached files.

    Co-founder and lead developer at Soft8Soft.

Viewing 9 posts - 1 through 9 (of 9 total)
  • You must be logged in to reply to this topic.