>
> 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


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