charon productions 10 Posted December 7, 2009 Does anyone know what exactly the engine does not like, when it shows artifacts like this. It must be a problem with the lighting calculation. Is it non-planarity, or 5-faced vertex ? Unfortunately i see no other way to model that edge and prevent 5-faced vertices. Share this post Link to post Share on other sites
Planck 1 Posted December 7, 2009 Hard to tell with that picture, but it could be the shadow LOD. Planck Share this post Link to post Share on other sites
charon productions 10 Posted December 7, 2009 (edited) Hard to tell with that picture, but it could be the shadow LOD.Planck The problem is only on faces that are in the vicinity of a 5-faced vertex. When i lower the edge point and delete the bottom edge, there is no artifacts. I try to get around that by making the hard edge of the object with another polygon, which is not very elegant, but i have no idea how to fix this differently. Even on the untextured model, this is visible. Could this really be due to the ShadowLOD? This is just one 0.00 LOD without ShadowLOD. ---------- Post added at 10:47 PM ---------- Previous post was at 09:36 PM ---------- This is weird, even a simple skewed box, shows this uneven texturing. The fact that this happens with such a simple polygon makes me wonder. It seems to be an angular orientation of a face, as this does not happen on a perfect 90 degree angled box. Should i be missing something that needs to be done in oxygen to prevent this effect? Edited December 7, 2009 by Charon Productions Share this post Link to post Share on other sites
USSRsniper 0 Posted December 7, 2009 (edited) That top face on this shape has smooth edges. Check the Surfaces menu in O2. http://community.bistudio.com/wiki/Oxygen_2_-_Manual#Sharp_and_Smooth_Edges Edited December 7, 2009 by USSRsniper Share this post Link to post Share on other sites
charon productions 10 Posted December 7, 2009 @USSRsniper: Thank you very much, it is probably soft/hard edge related. I will experiment with hardening the edges to see if that removes the artifacts. Share this post Link to post Share on other sites
rübe 127 Posted December 8, 2009 you may also need to recalculate the normals (F5) Share this post Link to post Share on other sites
Aqu 0 Posted December 9, 2009 The first pic you posted clearly shows how it depends on the hard/soft edges. Imo it helps to undertand how it looks when you think the two neighboring polys are pieces of plywood/plastic etc which you try to turn bit towards the other face from that edge (to make it smooth). If you turn one end down, the other wants to turn up. So that face is no longer flat but curved. If the other edge is in contact with some face it begins to affect that too (which could be bad if it turns the other direction). Basicly quads are not really quads but two triangles. If it looks bad, try to triangulate it manually other direction than the automatic triangulation (you can see it in hte pic what way it triangulates it). If it still looks bad try to reposition the faces (vertices) and/or make smaller faces near the smooth edge Share this post Link to post Share on other sites