Saturday, 17 December 2011

PROBLEM SOLVED finally after 2 weeks of frustration!!!!!!!!

The got damn thing has been animated for the last 2 weeks and ready to set up the cameras and scenes but...

This problem has been driving me absolutely bonkers day after day for 2 weeks, wasting 2 weeks of time in which I could have finished this animation. I've searched blogs, asked advice, and clicked just about every conceivable tick box relating to lighting and textures receiving light that I could possibly find.

The issue occurred when I tried to light the inside of a cylinder, it's all fine with global illumination switched on with a sky object lighting the scene, UNTIL you want to add a light to create shadows, the result is a bunch of useless stripes along the inner surface of the cylinder. I can assure you I've tried every setting possible, setting up new documents and bringing in elements from scratch to eliminate the problem. There's always something that takes twice as long as you expect but this was ludicrous. 

I don't want pin stripe textures for the inside of a cup!!

I've solved it though. The torment is over! I thought  I had narrowed it down to the hyper-nurb setting on the cylinder as when I hit a screen render it looked fine...
No more idiot lines!!


 but then when rendering it out properly they were still there mystified I went round in circles a bit longer until I realised I needed to set the Subdivision Render settings higher as well as the Subdivision Editor setting for it to work. I boosted them both up to 4 and everything was looking sweet!

Increase the subdivisions if you don't want freaky lines!


I can't tell you how much relief I feel, I had visions of murdering santa as he popped down the chimney while I sat at my computer over xmas. I feel free to continue at last, and solve the next problem, (there's always a problem to solve) but this was a normal problem that you can solve in a half hour of tutorial searches.

The blob character needed to be lit independently of the surroundings as it is way too much in shadow, yet I didn't want to bleach out the floor texture and shadow it shed on the cylinder floor:

     
               Light bleaching out texture and shadows                            Spotlight excludes the cylinder object 


So I set up the spotlight to exclude the floor and shadows cast on that floor, this only worked if I applied it  to the Hyper-nurbs containing the cylinder!


My god it's starting to work, I just wish I was at this stage 2 weeks ago!

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