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.



_______________________________________________
Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list



_______________________________________________
Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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