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mpolo1
09-11-2008, 10:28 AM
I have some surfaces that I have applied a shell operation to. It is a row of 5 windows. The operation appears to work, but with a glass material applied to the objects, the rendering is unpredictable. Every time I slightly change the perspective, the objects render differently. You can see it in the way the objects behind the glass refract.

In the attached file, the top row of samples show how it renders with the "size dependent" rendering option. The 2nd row is "view dependent", the 3rd is with "render with viewport mesh". That option was at least stable in the results from different angles.

The 4th row shows the problem corrected. The way I fixed this points out that there is a problem that needs to be addressed. What I did was set the object Viewport Display Settings to Mesh, then repeatedly switched between Coarse, Medium , and Fine presets. As I did this I could see that not all of the surfaces were being tessellated. Every time I clicked there was a different result. I kept clicking until I got a complete object on the Fine preset. After doing this for all 5 windows, I finally got consistent results using "render with viewport mesh".

BTW, I had the same problem whether I used the shelling rollout, or if I converted the objects into an Editable BURBS Brep" object.

I also tried changing the shell dimension but still had the same problem.

nPower_Dave
09-11-2008, 04:16 PM
I have some surfaces that I have applied a shell operation to. It is a row of 5 windows. The operation appears to work, but with a glass material applied to the objects, the rendering is unpredictable. Every time I slightly change the perspective, the objects render differently. You can see it in the way the objects behind the glass refract.

In the attached file, the top row of samples show how it renders with the "size dependent" rendering option. The 2nd row is "view dependent", the 3rd is with "render with viewport mesh". That option was at least stable in the results from different angles.

The 4th row shows the problem corrected. The way I fixed this points out that there is a problem that needs to be addressed. What I did was set the object Viewport Display Settings to Mesh, then repeatedly switched between Coarse, Medium , and Fine presets. As I did this I could see that not all of the surfaces were being tessellated. Every time I clicked there was a different result. I kept clicking until I got a complete object on the Fine preset. After doing this for all 5 windows, I finally got consistent results using "render with viewport mesh".

BTW, I had the same problem whether I used the shelling rollout, or if I converted the objects into an Editable BURBS Brep" object.

I also tried changing the shell dimension but still had the same problem.


Thanks for the feedback. Would you mind sending the model so that we can fix any tessellation errors (which is what it sounds like)?