Light showing through buildings edges/seams

HorusRaHorusRa Posts: 1,664

Looks as though lighting is coming through the edges of the building. I've seen this once before in one of DreamLight's props. This building prop is West Park Lobby. Iray render. Any ideas on how to fix this?

WestParkLobby1.png
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WestParkLobby2.png
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Comments

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    I don't have that part of West Park, so I can't check...but I do have other parts. 

    I'm getting the same thing in 3DL, too. Like the joint between the floor and the wall and baseboard have small gaps.

    Post edited by mjc1016 on
  • FishtalesFishtales Posts: 6,162

    When I see this I find the offending item in the scene tab and move it down using the percentage settings moving it down and up until the light dissappears. Either that or raise the floor using the same method. 

  • HorusRaHorusRa Posts: 1,664
    Fishtales said:

    When I see this I find the offending item in the scene tab and move it down using the percentage settings moving it down and up until the light dissappears. Either that or raise the floor using the same method. 

    Thats what I thought to do too but it seemed as though everything moved together. I'll check it out again and see.

  • HorusRaHorusRa Posts: 1,664
    edited February 2016

    I tried to move the floor and it did in fact move, and I can see why I thought it wouldn't, that is because I had moved it before but it doesn't fix the problem because the light is shown not from the floor baseboard seam, but instead from the lower wall and baseboard seam.....it's at the top of the baseboard where it meets the wall in-other-words. =(     Also, the baseboards aren't independant of the wall, so.........ugh!
    In the case of the DreamLight prop, I was able to just place a black cube in the void behind the gap as a blocking item, preventing the viewer from seeing any light, in this case that is not working for some reason.
    I will see if I can speak to Jack Tomalin about it, or file a ticket. Thank for the help though.

    Post edited by HorusRa on
  • SzarkSzark Posts: 10,634

    I have just sent an email to Jack regading this thread.

  • The joys of Iray.. it's found a light leak in another set I wasn't aware of until I started rendering in Iray with it..

    Let me have a look and get back to you :)

  • Random question - since it's not using the original textures.. does it have displacement on it per chance?

    Here's what I see with the default, load and render (ramped the enviro up too)

     

    Untitled-1.jpg
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    Untitled-3.jpg
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    Untitled-2.jpg
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  • HorusRaHorusRa Posts: 1,664
    Szark said:

    I have just sent an email to Jack regading this thread.

    Thanks Szark

  • HorusRaHorusRa Posts: 1,664

    Random question - since it's not using the original textures.. does it have displacement on it per chance?

    Here's what I see with the default, load and render (ramped the enviro up too)

     

    Hey Jack,

    First thanks for the help. I have uploaded a screen-shot of the settings around the displacement parameters area. This is where most everything is set, without me touching anything, after applying Iray Uber Base.

    WestParkLobby3.png
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  • SzarkSzark Posts: 10,634

    If you need to use Displacement try a positive setting only or can I suggest making normal maps from the bump maps via the GIMP or Photoshop Plug-in. They will give better results than a bump map.  The reason you are seeing the gaps is because A; the meshes are modular and B; because you are using a negative setting for displacement. What I used to do to avoid this was to place Matte Black planes around the gaps.

  • Yea it's the displacement causing the issue, not the mesh itself. Select all the materials, then set the displacement strength to 0.

    That should sort the issue out :)

     

  • mjc1016mjc1016 Posts: 15,001

    I'm getting the same leaks in 3DL with the base textures in a different part of West Park...I haven't looked at the displacement.

    But Pete's idea works well, too.

  • HorusRaHorusRa Posts: 1,664
    Szark said:

    If you need to use Displacement try a positive setting only or can I suggest making normal maps from the bump maps via the GIMP or Photoshop Plug-in. They will give better results than a bump map.  The reason you are seeing the gaps is because A; the meshes are modular and B; because you are using a negative setting for displacement. What I used to do to avoid this was to place Matte Black planes around the gaps.

    Thanks for the info Szark. I really didn't set any parameters to negative, all those entries appeared as they did after applying the Iray Uber Shader, but I have made a note of this. Yes, I too have placed geometry colored Black behind these gaps, and as mentioned, it did help on some stairs in a DreamLight prop, at first I thought that trick was not working in West Park Lobby, but upon closer inspection after writing an earlier post, I noticed I didn't have one of the cubes set quite right. Now I can delete that extra geometry as 'Displacement Strength' set to 0 did fix it.

     

    Yea it's the displacement causing the issue, not the mesh itself. Select all the materials, then set the displacement strength to 0.

    That should sort the issue out :)

     

    Jack, yes you are right. Setting 'Displacement' to 0 fixed the leaks. One learns something everyday. smiley I have made a note of this in my handy Daz Notebook for future reference. Thank you so much. I will consider this resolved now.

  • SzarkSzark Posts: 10,634

    That is strange as I am pretty sure WP has no displacment maps so I am not sure how the Iray conversion is picking it up.

  • HorusRaHorusRa Posts: 1,664
    Szark said:

    That is strange as I am pretty sure WP has no displacment maps so I am not sure how the Iray conversion is picking it up.

    From this I believe: http://www.daz3d.com/the-overlook-lobby    smiley

  • SzarkSzark Posts: 10,634

    arr that explains a lot, well that isn't Jack's work. :) Yeah I would have used Normal maps knowing how Jack models. :)

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