Geoshell bugs?

I'm going to need to empty the scene & recreate the bug some time tomorrow so I can actually show what the issue was. Nevertheless, I thought I would ask since it is possible someone else has encountered it before and possibly knows what is happening.

For a floor, I used a plane primitive y-translation @ 0.17, applied iray uber base, and selected a custom wood texture. No problems, rendered fine. Decided to throw on a geoshell, add iray uber base then thin water shader to it, adjusted the refractive index to 1.52 & weight to 1 to make it appear like a layer of glossy varnish. Thought maybe it was due to reflection or other source of light, but nothing I did corrected it. Checked to make sure it wasn't something in the texture of the plane beneath the geoshell or the geoshell offset, but that wasn't it. Finally, I unparented the geoshell and rotated it 90 deg. on the y-axis, and sure enough the seam followed it, so I figured out it wasn't something due to the lighting. Tried changing the horizontal & vertical tiling up and down together on the geoshell, but ended up with either more and/or bigger seams. The reason I find this odd is the fact that I'm using thin-water shader on the geoshell, which shouldn't be producing any kind of unexpected darker/lighter inconsistencies. Any ideas? Like I said, I'll have to empty the scene and render it to give a visual example.

Comments

  • So the issue is an apparent seam? Do you get the same if you simply duplicate the original and aply the same materials to that?

  • HaruchaiHaruchai Posts: 2,040

    Not an actual answer to your query but maybe a solution to the end result.

    Would you get the same effect by creating a second plane of the same size, offset it on the Y axis a bit and applying the shader to that? The only reason I can think to use a Geoshell is to duplicate complex shapes, such as characters, but for a simple plane this might work. Parent the second to the first.

    Could be way off base but this was my first thought.

  • The first render is with the geoshell having the thin water shader applied to it. The second one has the same geoshell unparented and y-rotated +90. This shows that there is a seam in it for some unknown reason. The only place I would expect to have a possible seam would be in the texture of the plane to which the geoshell was applied, but if that were the case, rotating the geoshell would have no effect on the seam's location.

     

    Scene1a.png
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    Scene1b.png
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  • Hace you tried doing this with a non GeoShell plane? How many divisions does the plane have?

  • Just one(the default). Yes, that was one of the things I tried, using a single plane instead of the geoshell, which is why I'm at a loss since there's no texture being used besides the "thin water".

  • Try incrasing the numbe of dvisions, or try turning Smoothing off in the Surfaces pane.

  • I'll have to give those a try. How many divisions would you recommend? I think a glossy varnish would look better overlaying the floor rather than reducing the glossy roughness of the floor texture itself since I don't have a bump map or anything else to match it. I want the wood to retain its expected "roughness" while having a high-gloss overlay. This is the full scene with just the floor having a mild glossy/reflectivity to it.

     

    G8FGYKP-3at11p.png
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  • I don't know how many divisions, I just suspected that its being a low res (single polygon) mesh might be part of the issue.

    I wasn't suggesting having only a single plane, but have two real planes rather than using a Geometry Shell - see if you get the same issue there.

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