Strange light haze band when using background starmap - PLEASE HELP

Started by AlianaAR, September 23, 2024, 01:07:26 PM

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AlianaAR

Hi All,

Brand new to TG and love it so far.

I've got a problem I don't understand and need help. I'm rendering a planetwide view for a space scene. When I have the background starmap enabled I'm getting this weird diagonal band of haze that is casting light onto the planet. It's not the starmap image because I've tried several different starmaps and same haze in same spot evey time.

Kevin Kipper

I think what you're seeing is the light on the background object itself.  

It appears that you've replaced the background node's default Background shader with a Default shader.  Assigning the starmap image to the Default shader's Colour function is basically applying a texture to the background sphere's diffuse surface, so it renders visibly.

You might try setting the Default shader's Base colour parameter to 0 or black and disconnecting the starmap image from the Colour function.  Although, with the Base colour value at 0 the diffuse surface will still be black, as the three parameters (Base colour, Colour image, and Colour function) are multiplied together to determine the final surface value.

With the starmap assigned to the Luminosity function and the Luminosity value at 1.0, the starmap should show up in the background but not the light reflected from the surface of the background object.

AlianaAR

Quote from: Kevin Kipper on September 23, 2024, 01:55:21 PMI think what you're seeing is the light on the background object itself. 

It appears that you've replaced the background node's default Background shader with a Default shader.  Assigning the starmap image to the Default shader's Colour function is basically applying a texture to the background sphere's diffuse surface, so it renders visibly.

You might try setting the Default shader's Base colour parameter to 0 or black and disconnecting the starmap image from the Colour function.  Although, with the Base colour value at 0 the diffuse surface will still be black, as the three parameters (Base colour, Colour image, and Colour function) are multiplied together to determine the final surface value.

With the starmap assigned to the Luminosity function and the Luminosity value at 1.0, the starmap should show up in the background but not the light reflected from the surface of the background object.

Thanks! This didn't fix it by itself but did explain what was happening. I also had to turn off the Frensel Reflectivity on the Specular tab and boom! FIXED

Most appreciated!