Quick Shader or Pixel Shader

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Posted 4/15/2009 8:03:44 AM


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Question to all developers out there. Have you experienced SOME textures giving a Matt black appearance when Pixel Shader is on and yet when you switch to Quick Shader they are fine. Any suggestions or same problems? Peter?

Post #18077
Posted 4/15/2009 8:59:12 PM


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Hi Popeye,

I haven't personally encountered this issue. Does it appear a random thing affecting textures that were previously ok or a permanent problem with only certain textures.

It could be an issue that is affecting graphics cards with a specific implementation of Pixel Shader or could be a glitch in a way that iClone handles certain formats of textures.

Do you have any examples that show this effect. It may help to diagnose the problem.

Has anyone else had/have this issue?

 

                                                                

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Post #18130
Posted 4/15/2009 9:33:07 PM


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Before I had this Graphics card, on high load the transparencies on T-M's wings would black out and objects would white out.

As soon as I changed the card, still nVidia but much higher spec, this has ceased. I thought it was simply card ram error. because it never happened before with a high spec card. Same make. Just the lower of the three cards did this. It also flickered ground tiles as well with black triangular interference which was there in final render also. Again, with the old smaller card and then only on extereme load.

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Post #18137
Posted 4/16/2009 5:19:20 AM


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Hi Peter

Thank for the reply. The textures I use are only Jpegs with Bump maps. This does not happen in all cases but just in a random few which I find strange.  I have had a number of instances when this has happened. I have had to go back into Max delete the offending polys, redraw and map and sometimes this works???? Obviously this is time consuming and I wonder if it is something that is happening in Max rather than iClone. Maybe your techie guys can explain this? Anyway here is one example of what I mean if you look at the skirt as well as what has happened to the floor.

Oh and by the way my graphics card can cope with the requirements of particles etc so I don't think it is this.

 

Post #18143
Posted 4/16/2009 5:33:58 AM


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Here is another example Peter.



Post #18144
Posted 4/16/2009 8:18:07 AM


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Just another passing thought. Have you tired it on 2 machines. (Obviously) and have you given the project/object to someone else to try rendering.?? Just thought it may be localised.

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Post #18146
Posted 4/16/2009 2:00:44 PM


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Tried this when it came to my attention Neil. Thanks away for your comments.

Post #18169
Posted 4/17/2009 1:28:14 PM


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Popeye (4/16/2009)
Hi Peter

Thank for the reply. The textures I use are only Jpegs with Bump maps. This does not happen in all cases but just in a random few which I find strange.  I have had a number of instances when this has happened. I have had to go back into Max delete the offending polys, redraw and map and sometimes this works???? Obviously this is time consuming and I wonder if it is something that is happening in Max rather than iClone. Maybe your techie guys can explain this? Anyway here is one example of what I mean if you look at the skirt as well as what has happened to the floor. 

Hi Popeye,

Thanks for the example images. I will, as you suggest let the tech guys know of your problem and see if they have any ideas. In the meantime do you have perhaps a small sample file that shows the problem? If you could PM it to me so we can see if the problem occurs with different graphics cards. That will help in trying to find the cause. Thanks.

 

                                                                

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Post #18236
Posted 4/20/2009 1:49:23 PM


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I Never had this problem but my take, .. You have residual polygons facing in and out which are confusing the rendering engine for shadows and/or Transparency.

Check out if you have a clean UVW Map for the specific problematic area, i.e. no overlapping polygons. You do this with Max Unwrap UVW modifier... But I assume you know how to do this already... If not , let me know..

The best thing is really to send us the max project and it would be probably easy to find the source issue...

 

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Post #18411
Posted 4/20/2009 2:38:28 PM


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BigBoss40 (4/20/2009)
I

Check out if you have a clean UVW Map for the specific problematic area, i.e. no overlapping polygons. You do this with Max Unwrap UVW modifier... But I assume you know how to do this already... If not , let me know..

The best thing is really to send us the max project and it would be probably easy to find the source issue...

Hi Bigboss

Thanks for your reply.

Naturally having used Max for some time these were my thoughts at first and checked these out but it is was not as simple as that I am afraid. However after testing out some some cases of this re-occuring in iClone I have been able to solve this by running through some modifications of the mesh and it's format. This identified the source issue so therefore it will not be necessary for you to study my max file. Thanks again

Regards

Popeye

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