Am 10.01.2013 17:02, schrieb Cyrille Henry:
hello,
thanks for providing a simple patch to reproduce this effect.
this artefact came from the default light model in Gem : lights are computed for both side of mesh.
The best solution is to remove this option (see attachment). I usually disable it anyway since it is unneeded if you are careful with normals, and disable it can improve rendering speed.
cheers c
Le 10/01/2013 16:22, Max a écrit :
Am 10.01.2013 um 12:34 schrieb Jack jack@rybn.org:
Le 10/01/2013 11:57, Klemens Schmiady a écrit :
Am 10.01.2013 11:40, schrieb Cyrille Henry:
hello,
i can't reproduce this. is there anything special to do in the patch? cheers c
Le 10/01/2013 11:06, Klemens Schmiady a écrit :
Hey there,
the sphere in combination with the lighting leads to strange artefacts as shown in the .jpg. Looking for a solution.
I think, this is because your viewpoint come too close to your geo (sphere). Put a [max 2] (for example) on your Z axis for the viewpoint to avoid collision.
i don't think it's that. i simplified the patch a bit more:
with GEM: ver: 0.93.3 GEM: compiled: Nov 10 2011 i have the same phenomenon here.
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Thanks for the help! This problem still accrues if I add a texture to the sphere though. The black "artefacts" disappear but I get white "artefacts" instead on the contrary side.
Thanks