Post by gumdrop on Jun 14, 2024 12:23:24 GMT -5
Hey all,
I'm in the intermediate stages of (what was supposed to be) a minor mesh alteration (don't we all start thinking it's going to be "minor"? haha).
The end goal is two mattresses that meet at a center point to create the mega bed of your fantasies (or co-sleeping nightmares). Originally, making the mattresses separate objects appeared to be easiest solution, instead of tackling one object with duplicated bed scripts for either side.
Now, however, I've hit a lighting problem.
In certain foggy lightings, the mattresses are largely seamless:
Although, there is often still some seam where it is most obvious in the white:
The problem becomes obvious in sunny lighting or once the objects are placed in indoor spaces.
The vertices of each side were all merged + flattened etc. before the splice - the mesh has no apparent buckling at the meeting places. This issue appears to be due to how the lighting engages with the "hidden" flat planes of the blanket sides when they line up against each other. Removing the touching sides of the mattresses DID fix the lighting issues, but then immediately wrecked the blanket effect as soon as an animation asked for parts of the mesh that were no longer there. So deleting the sides doesn't seem to be a useable solution.
Blanking out normal and specular maps helped minorly with textural problems but didn't solve the seam. I've already adapted the diffuse, so it's not just something painted on (unless there's a map I'm missing). I've tried bringing the intensity of specular and ambient shading all the way to zero in blender. No joy.
At this point I'm assuming the solution is in the warehouse + in removal or reduction of a lighting interaction setting in Model LOD or Model, but it's reaching territory outside of my knowledge base. Where should I be looking? Is there a way to turn off lighting + shadow effects (or reduce them) that won't wreck, say, the shadows + lighting from windows etc?
Am I missing an obvious solution? Any help is appreciated as I muddle through this!
I'm in the intermediate stages of (what was supposed to be) a minor mesh alteration (don't we all start thinking it's going to be "minor"? haha).
The end goal is two mattresses that meet at a center point to create the mega bed of your fantasies (or co-sleeping nightmares). Originally, making the mattresses separate objects appeared to be easiest solution, instead of tackling one object with duplicated bed scripts for either side.
Now, however, I've hit a lighting problem.
In certain foggy lightings, the mattresses are largely seamless:
Although, there is often still some seam where it is most obvious in the white:
The problem becomes obvious in sunny lighting or once the objects are placed in indoor spaces.
The vertices of each side were all merged + flattened etc. before the splice - the mesh has no apparent buckling at the meeting places. This issue appears to be due to how the lighting engages with the "hidden" flat planes of the blanket sides when they line up against each other. Removing the touching sides of the mattresses DID fix the lighting issues, but then immediately wrecked the blanket effect as soon as an animation asked for parts of the mesh that were no longer there. So deleting the sides doesn't seem to be a useable solution.
Blanking out normal and specular maps helped minorly with textural problems but didn't solve the seam. I've already adapted the diffuse, so it's not just something painted on (unless there's a map I'm missing). I've tried bringing the intensity of specular and ambient shading all the way to zero in blender. No joy.
At this point I'm assuming the solution is in the warehouse + in removal or reduction of a lighting interaction setting in Model LOD or Model, but it's reaching territory outside of my knowledge base. Where should I be looking? Is there a way to turn off lighting + shadow effects (or reduce them) that won't wreck, say, the shadows + lighting from windows etc?
Am I missing an obvious solution? Any help is appreciated as I muddle through this!