Problem with glass

I have seen this problem once before, although for the life of me I can’t remeber the thread. It dealt with some artifacts in a raytraced reflection. Well, I have hit a similar problem, although my material is glass, not metal.

Before I begin with my theories, I’ll give basic stats for the file. The model is a Naboo Starfighter. It is a 3ds model, not of my own creation, that I imported and remapped. The one you see is the “High Poly” version. The Low Poly imported and rendered fine, no glitches in the galss. It is an internal Blender render, OSA set to 8, no AO.

As soon as I saw what rendered, I recognized the problem from the other thread, and then I took steps to figure it out. First, I thought it was the normals, so I recalculated. The normals were fine to start, but better safe than sorry. Recalulate, rerender, same problem.

My next step was to remove doubles (maybe there were two windows in the same object), recalc-norms, rerender. No dice, same prob.

So, I concluded that maybe it is the number of objects underneath, and then took steps to test my theory. I singled out my Window in anther layer and used a simple cube, dupliverted along a line with over 70 vertice, going almost straight out from the camera, under the glass. Render, but the problem is gone. Maybe not the number, but the objects beneath (maybe one or a group). There is also the possibility that the render doesn’t treat dupliverts as “real” objects, which I tested in a later step.

Now, I’m going through and moving one object at a time into a different layer. Each time I did so, I would render the picture with the window and the new layer for the cockpit. I repeated this step until I encountered the problem again, which was when I had the whole cockpit plus the upper hull in the view window. So, I assumed that it was the upper hull causing the problem. With that in mind, I moved the rest of the cockpit into another layer and rendered with only the hull and window in view. No dice, problems gone. The possibility of it being just a certain group of objects is something I didn’t really want to try because of the immense amount of possible combinations that it could be.

Then, I decided to render the ship, without the window, and add a glass plane above it to see if the problem would resurface. Render, no problem. So its not the objects in the cockpit, so it must be the window. But, when I render the window alone, I get no artifacts. Maybe another window?

I decided to borrow the window from the low poly model in hopes that it would render right. No dice, problem still occurs. Maybe its the shape of the window?

I created a sphere (with an inside and an outside) with the same general shape as the original window. Gave it the glass material, and rendered. No problem.

Right now, I’m out of options (that I know of), and the headache from it is getting pretty annoying. It might just be an occasional fluke, but I’m hoping that someone could help me solve this problem. If all else fails, I’ll just make another window and leave it at that, although I’m not sure how the original creator would take that. Please, if anyone has any other options, I’m all ears.

The first picture is rendered with a window, the second without the window.

EDIT: That should have been common sense to me. I don’t know how many threads I have read where the pictures are too small or too dark. My sincerest apolgies. P.S. Unified render doesn’t work either. I’m thinking I might be in the wrong forum (should go to rendering, not modeling). I thought this might be a mesh problem. Still no clue.

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maybe if there were more light in the renders, someone could see what you were talking about

You need bigger picture sizes as well. I can’t see much.

~jace

try turning on traceable

it looks similar to a question someone asked on blender.org:
http://blender.org/forum/viewtopic.php?t=8643

2 meshes in the same place?

I’m really not sure, you seem to have tried most of what I would, can you post the blend?

Oh, and I’d like to take a moment to thank you for a very detailed question, it saved an enormous amount of time.

Ian

Traceable is on, but thank for the answer. I always make sure its on if I have glass and raytraced shadows (unless I’m using Yafray, because then they don’t matter.)

Not sure how to post my blend. That would be the best way for me to get help, but I’ve never done it before. Give me a few, and I’ll see what I can do. Until then, thanks for your replies.

EDIT: Okay, the .blend was 12 MB. Then, I packed the file, which made it 24 MB! So, I zipped it up and and uploaded it here: http://www.savefile.com/files/2934282

Info on file:

Type - Winzip .Zip

Size - about 12 MB

Contents:

N1-High.blend - The .blend (yeah, I know…that was redundant)
Naboo-N1.txt - Credit file from the original 3DS.

In this file, you will find your basics. On layer 1, the mesh for the hull, cockpit plus the Glo lamps for the Console, and R2 and his glo light can be seen. The 2nd layer has the cockpit window. The 5th layer has your Main Camera, Sun Lamp, and Camera Lock. Those should be the only layers you need. All textures are packed in file. I used UV mapping for all maps that required them. There are 2 world setting-Stars and Clouds. For the sake of not making anyone angry, I also added in the credits text file from the original 3DS model. This model, at least for my system, is a memory hog, but that doesn’t say much. I’m working from a laptop, so my resources are limited. Hope this helps you help me.

Thanks for the upload, I’ll get back to you when I can download it. My internet connection doesnt like me, so corrupts downloads randomly.

Ian

I think it might be an internal raytrace fluke, or maybe a problem with imprted 3DS models. After I had given up on the N1 for now, I decided to try my hand at importing the A-Wing. After all was said and done, I had the same problem with the glass and something else. Some of the shadows showed “patching”, making them splotchy in some areas (similar to the picture in the thread z3r0 D linked me to). Now, I am officialy stumped. I haven’t a clue as to how to fix this, or even if it can be. I think I’m going to bed now (12:30 AM where I am at). I’m gonna try to sleep on it, maybe it will come to me in a dream.

EDIT: Okay, I slept on it and I think I figured it out. I opened up my N1 model, and converted all the tris to quads, and it looked A LOT better (although not perfect, because ALT-J is just the quick and dirty version, so some of the tri’s were still left). Maybe the raytracer doesn’t like alot of faces, or maybe it doesn’t like tris? Either way, this is going to be a major pain because all of the 3DS models I import are composed of tris, and I really didn’t want to go through and convert them all, 1 by 1, into quads. If someone can think of another way to do so, I would be most appreciative.

I fixed it…kinda. Now, it renders just fine and I didn’t have to convert tris to quads (although I may do it anyway to cut the face count in half.) Rmember that thread I mentioned earlier, the one I can’t remember the name to? Well, they solved it in a similar way, although they weren’t happy with the results. All I had to do was put a plane in the picture (and for sanities sake, I gave it a Trans material.) you actually can’t see it in the picture cause I hid it inside the ship. Now, for some unexplainable (at least by me) reason, it renders fine. Doesn’t solve my problem, but it does work around it. Now, if only I could get rid of this headache. Thanks for all replies, btw, and I hope this may help someone in the future.

This is the picture with the cockpit window.

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