render super problems are killing me [SOLVED]

Paulov

25-05-2006 12:45:50

Hi

I started time ago with a project in VRML and now I continue with it but I want to port it to Ogre due to its cool rendering capabilities and its updated rendering techniques likes shaders etc.

I´ve started making tests to import the data from the vrml to Ogre and I´m having really disturbing results.

Please help me.

The process Is:
-the objets modelled in VRML are imported in max
-the textures are reloaded in the material editor, and reaplied. ( I
remember that in earlyer version of max it wasnt necesary this step to render with textures, now it is )
-once everything is textured again, and it is correctly represented in max viewports and is correctly rendered by pressing the render button, I activate the oFusion viewport.

-The nightmare starts.....

geometry
some parts directly disapear, others get moved, other stay in their place.

textures
puff, the textures are super bad rendered, some flip or simply dont appear, check the screenshot bellow.




I would need help to prevent this to occur since I´ve to import lots of buildings and objets.

------------
another example

in VRML it is seen like this






In max it is seen like this:
In the max viewport it works nice, but in the ogre´s it gots totally dismantelled.


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Is it possible to "reset" or "recalculate" the geometry and the texture mapping so that it doesnt occur¿?¿

what can I do?

pleas help me. thanks

Evak

25-05-2006 16:23:55

the reset xform fixes a lot of those probs in the current build but destroys your modifier stack.

The next build should fix those problems though. Almost a week ago Lioric said that it would be released within the week, so here's hoping it comes out soon.

BlasterN

25-05-2006 16:39:37

geometry
some parts directly disapear, others get moved, other stay in their place.

Use STL Check. If you have errors, you should solve them before use ogre viewport. I see a lot of error with "spike" & "double faces".

btw: Reset XFORM must be in a sticky threat.

mindspace

30-05-2006 10:26:09

I found that 'Reset Pivot' (select object(s), heirachy tab, 'Reset Pivot') usually works and is less destructive.

Below is a summary of all relevant techniques in order that I think you should try them. I apologise for the formatting - I couldn't master nested lists. Maybe this should be in a sticky...

If you are finding that oFusion moves or flips objects, or munges textures...
- Grouped objects are likely to display wrong in Orge Viewer. Grouping objects, doesn't converted them to a single object (groups are used for a different scene manager process).
-- So Ungroup all groups (don't just open them). You may want to hide everything else before you ungroup, so you can find all the members and rename or attach them.
-- Attach any that you actually want to become a single object. Attach them via the modifier panel (select the main object and click on attach or attach list buttons).
- Any objects that are cloned or imported will probably display wrong.
-- First try 'Reset Pivot' (select object(s), heirachy tab, 'Reset Pivot'). I found this usually works and is less destructive.
-- Use Reset xform as a last resort - it fixes a lot of those probs in the current build but apparently destroys your modifier stack.
--- Utilities Tab -> Reset X form -> Reset selected (will not reset groups).
--- If necessary you could then collapse the stack (Right-Click on any modifier and choose 'Collapse All').
--- After that you may have to flip/unify face normals (Modifier tab -> Normals -> Tick Flip or Unify).
--- One person even suggested to 'Reset XForm' again and finally 'Collapse All' again.

Other possible solutions:
- Apparently, having 'geometry modifiers' on your objects can make them display wrong. However, I found that they display fine as soon as you 'Update' the viewport.
-- You could try to Collpase any geometry modifiers in the stack (right-click on the modifier and choose 'Collapse To'). You should not need to collapse all modifiers.
- Use STL Check. If you have errors, you should solve them before use ogre viewport. I see a lot of error with "spike" & "double faces".

Apparently the next build should fix those problems, but some of this may still apply. Almost a week ago Lioric said that it would be released within the week, so here's hoping it comes out soon. (may25)

BlasterN

30-05-2006 22:51:46

can you upload the file so we can see it and try to solve it.

Paulov

30-05-2006 23:14:50

Thanks a lot for your answers

and sorry not for answering sooner!! I´ll try the steps posted as soon as posible. I tried with the Reset X-form, but I got nasty results like:

1) if the model has the textures reaplided and I execute the Reset X-form command to the whole objet, it simply gets destroyed. check the image


2) If I import the building and I apply the Reset X-form, the geometry keeps its shape but doesnt happen too much.

I´haven´t have time to check the steps you wrote, but I will, these days I´m very busy.

I´ll also try to filter errors by converting it in a 3d objet converter such 3d exploration, may be if i convert it to VRML to 3DS and I import it in MAX it works, but I´ve to test this.

I created an account in filefront to upload the scene, so as fast I´ve a momment to collect all the objets and textures in a ordered folder, I´ll upload it. May be tomorrow night.

bye

Paulov

02-06-2006 00:00:53

I´ve uploaded the file in File Front

http://files.filefront.com/ofusion_foru ... einfo.html

Its a .rar with all the textures and the geometry necesary to make tests, read the fileId.txt for more info.

but, may be it would be better to wait for the new release and not waste time examining this file. Aniway I´ll keep on trying, I´m very busy finishing some hurry jobs so I hope I´ll have some little time this weekend to make tests.

Paulov

02-06-2006 22:57:36

Great!!!! got it!!!!!!!

1)Now the geometry is rendering OK!!
2)The texture tiling and UV direction is runing OK!!!

Well, the destruction level the objets where adquiring in max nearly make me give up with my objet conversion process, but finally I made it run.

As I comented in my previous posts I was going to try to "filter" the test objet in a 3d file converter to check if this soft was able to clean all the irregularities, and it has gone fine.

I´ve used polytrans and I´ll use 3d exploration (only for experimental reasons) to convert my VRML 2.0 file to 3DS and I´ve imported it in max.

-->As fast as I imported it, I saw that the goometry was rendering ok in Ogre viewport; that was a cool first step.

-->Then I applied a texture and I saw it was displaying fine.
simply fantastic.

important note: the importe objet (the .3ds) hadn´t the textures automaticli aplied (even if in polytrans they where exported to the folder of the .3ds file) so I´ve reaplied them manually. I´ll invertigate more to make this step automatic.

note2: something that anois me a lot is to lose the groups I´ve made to have the building ordered as could be > botton part / medium part / top part of the building. I got them lost when convertin from vrml to 3ds or when importing them directly to max, also I´ve readed somewhere on the forum that grouped objets can have renders problem... thats really anoying. hope it will get improved.

note3: Even nearly everything is running ok, there are ocurring some little problems like the ones you can se in the images bellow, but I think it is independent from the problem that created this post, so I´ll enter deeper in a new post.
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image documentation
>>the objet in polytrans<<


>>some images from the building runing ok in oFusion viewport<<


>>the image of the problem<<


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thanks for your interest&answers / hope someone wi´ll find int useful.

Lioric

03-06-2006 16:56:51

Good :)

Groups will be reviewed later, but bear in mind that they will not produce a single mesh

The issues you are experiencing might be related to the shadows used and your hardware, i reviewed a similar issue for another user and was directly related to his video hardware, try using the latest drivers