hard edged polys

Started by Dune, November 11, 2019, 05:01:44 am

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So, how come this has changed since 4.4.36? I certainly hope it can be changed back!


This is an open problem in computer graphics and you will see it in many renderers. In previous versions I allowed the bump map to modify the shading position, not just the normal. This is similar to the ray bias that some renderers let you set. But in Terragen this stops transparency from working on bump-mapped surfaces so I removed it. I'm trying to find a new solution now.
Just because milk is white doesn't mean that clouds are made of milk.


Ah, I half understood, but now I see. So you actually have to rule it out as soon as transparency in objects starts playing a role. Or add a choice button... which in some cases with transparency as well as non-transparent bumpmapped objects would be a hard choice. But as said, for my work I can't use 4.4.44 anymore until you find that solution.
So, good luck!


watching this for a solution as I've run into that as well.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist


I may have a solution to the low-poly terminator problem with smooth normals.




Just because milk is white doesn't mean that clouds are made of milk.


Wow, that would be awesome, Matt!




Oh that looks nice. Is this just using the internal smooth normals in place now?