Forums Aricles
Register Register Register Contact Us
Go Back   Game Artist Forums > Techniques & Resources > Modeling & Texturing

Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 07-27-2008, 12:12 PM   #1 (permalink)
Artist
BARBEERIAN's User Activity: 2/10
41 - 1
Hi/Lo poly Z-fighting during RTT (3ds max)

I'm having a weird problem rendering out some maps for a model I started. The problem is that basically the renderer is seeing z-fighting between the Hi-poly and Low-poly model during the RTT process. It's mostly happening in places that are flat surfaces on both models. The real weird thing is that it causes Ray miss errors, leaving me with those oh so wonderful red stains all over the maps. Turning off Ray miss check does nothing basically. I just get splotches of BG colour instead of red.

For the record I double checked and 'include working model' isn't checked. Also, I'm using a projection cage on the low-poly (it's enabled too), and it's not cage issues where I accidentally left some cage verts inside the model or something.

Also, I did try throwing a 'Push' modifier onto the hi-poly model which does help reduce the amount of errors but only slightly.

I'm not really understanding why it's doing this. I mean I thought the rays should only hit the hi-poly model and simply correspond to what part of the Low-poly's UV-space it's going to put that information.

Here's a pic of what the render looks like. As you can see it's got ray misses on interior sections of the model in huge patches.


Last edited by BARBEERIAN; 07-27-2008 at 12:16 PM.
BARBEERIAN is offline   Reply With Quote
Old 07-27-2008, 12:22 PM   #2 (permalink)
Founder of Statspaddling
Tiros's Avatar
Winner of Speed Texturing 1st Place Winner of Speed Modeling 1st Place 
Tiros's User Activity: 10/10
1,140 - 152
Well, for starters.. this wouldn't prolly solve anything.. but try resetting the x-form.. it's something I always do when I get wierd errors, usually works.. though it should only affect transformations/deformers and normals as far as I'm concerned.. might want to try it anyways though.

And if you're sure the lowpoly cage and highpoly model isn't intersecting.. then.. well, what could it possibly be.. I know I had this error aswell once, never managed to solve it really.. So i'm not quite sure.

Well, I'm sorry mate, but I can't really pin down the error

Cheers
Tiros is offline   Reply With Quote
Old 07-27-2008, 12:34 PM   #3 (permalink)
Artist
BARBEERIAN's User Activity: 2/10
41 - 1
Quote:
Originally Posted by Tiros View Post
Well, for starters.. this wouldn't prolly solve anything.. but try resetting the x-form.. it's something I always do when I get wierd errors, usually works.. though it should only affect transformations as far as I'm concerned.. might want to try it anyways though.

And if you're sure the lowpoly cage and highpoly model isn't intersecting.. then.. well, what could it possibly be.. I know I had this error aswell once, never managed to solve it really.. So i'm not quite sure.

Well, I'm sorry mate, but I can't really pin down the error

Cheers
Thanks anyway =( Tried resetting the x-form but it didn't work. This thing has me totally stumped. I know I've modelled Hi/Lo poly objects with flat coplanar surfaces and I've never seen this z-fighting type error happen before. Normally the Normals map would just get the blue 'flat' colour, not ray misses.

I even tried making a new scene and merging the hi/lo models from files other than the bonkers RTT file, redoing the projection cage etc.
BARBEERIAN is offline   Reply With Quote
Old 07-27-2008, 12:56 PM   #4 (permalink)
Game-Artist.net Admin
doylle's Avatar
Winner of Speed Texturing 2nd Place 
doylle's User Activity: 10/10
2,199 - 264
From the image you've shown us, there's only one thing i can think of atm. It looks like you're using your render output as actual rtt output (The padding appears to be 0, typical for render output). This is not at all a correct representation of what your real output is. If this is indeed your render output, just have a look at the real rtt saved files (you can set the dir. somewhere in the rtt menu), it could solve your problem...
doylle is offline   Reply With Quote
Old 07-27-2008, 01:34 PM   #5 (permalink)
Artist
BARBEERIAN's User Activity: 2/10
41 - 1
Quote:
Originally Posted by doylle View Post
From the image you've shown us, there's only one thing i can think of atm. It looks like you're using your render output as actual rtt output (The padding appears to be 0, typical for render output). This is not at all a correct representation of what your real output is. If this is indeed your render output, just have a look at the real rtt saved files (you can set the dir. somewhere in the rtt menu), it could solve your problem...
Yes that is the output render. The final files do indeed suffer from the same issue, though they get filled with BG colour instead of red. I posted that pic since it makes it alot easier to see everywhere that it happens.
BARBEERIAN is offline   Reply With Quote
Old 07-28-2008, 12:40 PM   #6 (permalink)
Artist
BARBEERIAN's User Activity: 2/10
41 - 1
Found out two semi-fixes on other forums in case anyone else runs into this problem. They aren't perfect, but it got rid of most of the stuff.

Mini-fix 1: Set the spatial contrast in MR to 0.001 for all four channels (RGBA). (It's under the Renderer tab just underneath sampling settings).

Mini-fix 2: Hid all the geometry of the low-poly object (but didn't hide the object itself) before RTT.
BARBEERIAN is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 11:26 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net