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Author Topic: Blender2Crystal Rendering Question  (Read 5833 times)
CaptBewil
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« on: September 14, 2006, 09:55:17 pm »

This shot was rendered using Blend2cs dos-promt program in Hardware Mode:


This shot was rendered using Blender2Crystal 0.6 in Hardware mode using Shadowed:


My question is about the wierd coloration.  If I use Standard mode then it renders more like the above screenshot except that it doesn't render shadows on the floor any more.  If I render using Diffuse or Shadowed, then it gives this weird coloration effect.

Any ideas?
« Last Edit: September 14, 2006, 09:58:17 pm by CaptBewil » Logged
jorrit
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« Reply #1 on: September 15, 2006, 08:42:09 am »

What hardware do you have?
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CaptBewil
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« Reply #2 on: September 16, 2006, 03:56:54 am »

Athlon XP 2800+
GeForce 6200
1 GB RAM

Win XP

I'd get a copy of the log for you, but I'm still at work...
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jorrit
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« Reply #3 on: September 18, 2006, 08:12:57 am »

Athlon XP 2800+
GeForce 6200
1 GB RAM

Win XP

I'd get a copy of the log for you, but I'm still at work...

Try updating your OpenGL drivers from www.nvidia.com

Greetings,
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CaptBewil
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« Reply #4 on: September 22, 2006, 06:31:41 pm »

Driver update did nothing...

Oddly enough, if I convert the sector mesh to a Thing, it changes to this:


In this case, the discoloration is more or less where the shadows would be...
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CaptBewil
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« Reply #5 on: September 27, 2006, 09:05:57 pm »

Any ideas of what might be causing this?
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jorrit
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« Reply #6 on: September 28, 2006, 07:32:08 am »

No idea I'm afraid...

Greetings,
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genjix
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« Reply #7 on: September 28, 2006, 09:48:40 pm »

We have also been having this problem (the main menu is using shadowed). When we showed Frank a screenshot he told us to try a base materialmap for all the textures of 128,128,255 (which I haven't tried yet) and seems a bit redundant to me.
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CaptBewil
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« Reply #8 on: September 30, 2006, 03:55:30 am »

I'm going to try to add a normal map tonight.  There are no normal maps being used in the above shots and the above shots 'odd' colors are similar to those found in a normal map.  Jorrit, does that seem like a logical cause for this error?  That normal maps are required when using 'diffuse' and 'shadowed' renderloops?
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CaptBewil
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« Reply #9 on: October 01, 2006, 01:50:29 am »

That was it.  You HAVE to have a normal map of some kind (someone should add that to the Wiki).

Shadowed render_loop + clq lighting = t43 VVi/\/1

New question now that I have that resolved:

For whatever reason, since I added normal maps, the lights tend to flicker on and off depending on wheather I'm looking directly at it or not.  Any thoughts?
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genjix
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« Reply #10 on: October 01, 2006, 02:10:57 pm »

We have also been having this problem (the main menu is using shadowed). When we showed Frank a screenshot he told us to try a base materialmap for all the textures of 128,128,255 (which I haven't tried yet) and seems a bit redundant to me.

Err, I meant normal map not material map Wink
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CaptBewil
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« Reply #11 on: October 02, 2006, 03:54:59 am »

Any thoughts on the flickering?
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