This keeps coming back again and again.
opencl
cpu
even on cpu some very thin and long triangles show up black! It's just that opencl is more sensitive to the issue... It almost looks like some overlapping is happening..
raising min epsilon won't help and main scene contains volumes so even if it helped it might give me problems with volumes..
scene
note:
In this particular case I know how to fix stairs, but the back wall would need more work and I've been given CAD files from people where I cannot simply tell them how to tesselate meshes so that luxcore doesn't have issues with it, so it can easily turn into unsolvable problem.
And even when I have option to tesselate meshes on my own it requires a trial and error
tesselated stairs
long triangles
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: long triangles
I use this to help fix imported CAD (stl) files. It works quite well. I hope it helps
https://github.com/wjakob/instant-meshes
https://github.com/wjakob/instant-meshes
Re: long triangles
Thanks... but this is a bug and needs fixing.Racleborg wrote: ↑Mon Aug 19, 2019 8:48 am I use this to help fix imported CAD (stl) files. It works quite well. I hope it helps
https://github.com/wjakob/instant-meshes
Re: long triangles
small triangles can make luxcore flip out too...
and if I move camera closer they tend to disappear changing min. epsilon isn't helping
and if I move camera closer they tend to disappear changing min. epsilon isn't helping
Re: long triangles
please can we see a wireframe of the same view ?
Re: long triangles
I don't know what you hope to gather from that but here you go
Re: long triangles
Bevel modifier???
See if you apply it, are there any weird overlappings or onmanifold edges.
See if you apply it, are there any weird overlappings or onmanifold edges.
Re: long triangles
There are no modifiers, and no custom shading and no overlapping faces...
Mesh has coumple ngons, but it doesn't matter if I triangulate it manually...
Also the defect changes with angle of camera sometimes it seems Let me make one thing clear. I know how to fix this or the stairs mesh scene I posted if I really want cause these are my meshes... But:
A: I can't always fix this
B: Even when it can be fixed it is sometimes a lot of extra work that's usually not needed with other renderers
C: Issue is also present in cpu rendering but a less visible sometimes
Mesh has coumple ngons, but it doesn't matter if I triangulate it manually...
Also the defect changes with angle of camera sometimes it seems Let me make one thing clear. I know how to fix this or the stairs mesh scene I posted if I really want cause these are my meshes... But:
A: I can't always fix this
B: Even when it can be fixed it is sometimes a lot of extra work that's usually not needed with other renderers
C: Issue is also present in cpu rendering but a less visible sometimes
Re: long triangles
It looks like a different problems (if there is a problem), if I just disable bump mapping on the used Disney material (or replace the material with a plain white matte), I get a good rendering, both on CPU and OpenCL:lacilaci wrote: ↑Mon Aug 19, 2019 8:36 am This keeps coming back again and again.
opencl
trianglesGPU.png
cpu
trianglesCPU.png
even on cpu some very thin and long triangles show up black! It's just that opencl is more sensitive to the issue... It almost looks like some overlapping is happening..
raising min epsilon won't help and main scene contains volumes so even if it helped it might give me problems with volumes..
So, it is not the geometry problem you are talking about. I don't know how the bump was intended to affect the rendering (or if it was intended at all) so I'm not sure if there is a problem at all.
Do you have a different test scene where the problem is really related only to the geometry ?
Re: long triangles
Oh shit, you are correct... This was happening cause there was missing UV map on those meshes...Dade wrote: ↑Tue Aug 20, 2019 1:43 pmIt looks like a different problems (if there is a problem), if I just disable bump mapping on the used Disney material (or replace the material with a plain white matte), I get a good rendering, both on CPU and OpenCL:lacilaci wrote: ↑Mon Aug 19, 2019 8:36 am This keeps coming back again and again.
opencl
trianglesGPU.png
cpu
trianglesCPU.png
even on cpu some very thin and long triangles show up black! It's just that opencl is more sensitive to the issue... It almost looks like some overlapping is happening..
raising min epsilon won't help and main scene contains volumes so even if it helped it might give me problems with volumes..
gpu.jpg
So, it is not the geometry problem you are talking about. I don't know how the bump was intended to affect the rendering (or if it was intended at all) so I'm not sure if there is a problem at all.
Do you have a different test scene where the problem is really related only to the geometry ?
If mesh has uv's it all works fine. I keep forgetting that it is a problem in luxcore.
no uv map: with uv map: