Imperfect rendering

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How can I do this? [img]http://www.sweethome3d.com/images/flags/en_small.gif[/img]
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Puybaret
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Re: Imperfect rendering

Post by Puybaret »

I understand better Hans' problem now. In his mind, quality scale starts at 0 !!! [:D]
db4tech is right, its because you have many trees with many triangles to display. Fortunately, this doesn't seem to bother OpenGL too much, but Sweet Home 3D is generally unable to compute the shadow where there are too many trees. I didn't find any algorithm who could help me improve this yet. [:(]
Emmanuel Puybaret, Sweet Home 3D creator
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Re: Imperfect rendering

Post by hansmex »

Emmanuel:

It's not so much in my mind... but the slider from Create photo goes from left=0 to right=3 :-)

I just checked and I notice there's a difference between Ubuntu and Windows that causes the confusion. Under Ubuntu the slider has numbers 0-1-2-3 above it, under Windows Vista these are absent, so I can understand that Windows users would rather naturally think of Q1-Q4, instead of Q0-Q3. Also the Create and Close buttons are reversed between these two OS's. Maybe a future version could make this the same for both OS's?

I wouldn't bother too much with Q1 (or Q2 if Windows), because I hardly ever use it. It's either Q0, or else Q2 or Q3. And since the Advanced Photo renders are available, I don't use the standard rendering very often.

Update
I deleted all the trees from the model, and it rendered without problem, so Emmanuel was right when he pointed at the trees. One "Lombardy Poplar" also renders, but more trees cause problems.

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Re: Imperfect rendering

Post by db4tech »

Emmanuel was right when he pointed at the trees. One "Lombardy Poplar" also renders, but more trees cause problems.

Hans
What no mention of db5tech and the trees? [:(] I'm just kidding! I don't mind really. [:D]

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Re: Imperfect rendering

Post by hansmex »

db6tech:

That post was on the previous page. My apologies for not lauding your considerable talents!

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Re: Imperfect rendering

Post by db4tech »

Thanks Hans [:D]
________________________________________________________________________
Sweet Home 3D is generally unable to compute the shadow where there are too many trees. I didn't find any algorithm who could help me improve this yet. [:(]
Emmanuel, rather than compute the triangles for the simple, second setting, built in render, why not just ignore the triangles whenever a tree is identified in a scene, instead, the trees X & Y size can be used to scale a simple rough edge png shape (like the example (complete with alpha channel) png below) to provide a simple shadow.

Image

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Re: Imperfect rendering

Post by Puybaret »

I add this idea but I felt that combining the shadows of two trees close to each other (or other objects) would be make a too dark shadow at their intersection.
Emmanuel Puybaret, Sweet Home 3D creator
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