> > I had a fast look at your Fade issue.. and it seems buggy. > Though materials and rendering is not the area I am good at (if any hehe=) > Here is what I found out.. > > Yep you only have to move (or scale or anything that change so at least > some > surface part of the two objects differs) the 2nd sphere a fraction then > the > entire cross renders... > The issue you having (as far as I see) is only happening when ALL surface > of > the two overlapping objects is exactly in the same space ! (When you use > two > or more object that is..) > So if its a bug showing at that criteria, or it might be an accuracy thing > similar to Boolean operations that you shouldnt have exact space of two or > more objects, since you get artifacts...(z fighting..=) > > Though it dont seem to be only a two object in same space problem.. > Do this in your fade prj you attached.... > 1. Delete the sphere2 level > 2. Duplicate the spherical Mapping in the Sphere1 level so you get this.. > Sphere1Level > Sphere > SphereMap1 > SphereMap2 (Rotate this 90 deg) > (The same problem here, only the effects of the 2nd SphereMap is giving > result) > 3. Multiselect the two SphereMaps and use the 'Average' map thing on it > and > you get > Sphere1Level > Sphere > Average > SphereMap1 > SphereMap2 (Rotated 90) > (Now you at least gets the whole cross to render, but not what you want, > as > its not unified rendered.. its additive illuminated where they overlap and > more faded where they dont,., > > Well I am no guru on VSL or materials in general... but those are my first > and fast takes on this fade issue =) > > Take Care > Best Regards > Stefan Gustafsson ( Beg-inner ) > A Proud Owner and User of Real3D and Realsoft3D.. >
Thanks Stefan (some very thorough debugging there!) and Matthias for thread, I'm a bit in lurk mode lately but still work a lot with RS3d and follow the list. I'll try to confirm these findings and report back! Never worked with the Field Evaluator, it's one of the more mysterious features... -Mark H
