Same material, difference in lighting objects

Same material, difference in lighting objects

Anonymous
Not applicable
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Message 1 of 9

Same material, difference in lighting objects

Anonymous
Not applicable

When rendering with Design 2011, mental ray without FG and Raytracing, both default material, both meshes, I get one darker object.

I'm used to think I've tried everyting, but don't solve this problem.

What could this be?

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Accepted solutions (2)
1,389 Views
8 Replies
Replies (8)
Message 2 of 9

PROH
Advisor
Advisor
Hi. Could be caused by a number of reasons, and your description doesn't quite cut it. What is your light setup? What do your mean by "no Raytracing"? What do you mean by "default material"? We need a lot more information.

A quick guess would be the two object got different materials applied to them. If not, then zip the file and attach it here, so we can have a look at what's going on.
___________________________________________________________________________________________________
3dsMax 4.2 to 2018
AutoCAD 2000 to 2018
Infrastructure Design Suite Premium 2012 to 2018

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Message 3 of 9

Anonymous
Not applicable

My file is attached. See for yourself. 

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Message 4 of 9

Stefan_L
Collaborator
Collaborator
Accepted solution
The dark one has its normals flipped.
(And scaling objects at object level is bad, evil, sinister, wicked... 🙂 )
--
Stefan

i7-2600 @ 3,4GHz, 32GB Ram,
512+128GB SSDs + 2x500GB HD
GeForce GTX 980 Ti 6GB + GTX 980 4GB
latest Driver (almost always)
Win7ProX64 SP1
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Message 5 of 9

Anonymous
Not applicable
Accepted solution

Indeed! Never heard of normals...and never knew scaling was something evil. Maybe that explains why my texture keeps messing up compared to the other objects.


Thanks!

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Message 6 of 9

Stefan_L
Collaborator
Collaborator

Well, they keep messing up when scaling on subobject level 🙂

 

The scaling thing:

Draw a box, 1x1x1 units,

draw another box 0.5x0.5x0.5 units,

scale the latter by 200%.

 

Now select the two "identical" boxes,

apply an Edit Mesh modifier,

go to polygon subobject level,

select both top sides,

extrude them by one unit,

note the difference 🙂

--
Stefan

i7-2600 @ 3,4GHz, 32GB Ram,
512+128GB SSDs + 2x500GB HD
GeForce GTX 980 Ti 6GB + GTX 980 4GB
latest Driver (almost always)
Win7ProX64 SP1
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Message 7 of 9

Steve_Curley
Mentor
Mentor
But you're not scaling the 2nd box at a sub-object level. You need to apply separate Edit Mesh modifiers to the 2 boxes. On the 2nd one select all the vertices and scale them 200%, then extrude the top poly. Extrude the top poly of the other (first) box and the extrusions will be the same. It is scaling at the Object level which causes the problem.

Actually, you can do it with just one Edit Mesh if you select the Element which was the smaller box (because it is now, effectively, a sub-object) and scale it before extruding the 2 top polys.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 8 of 9

Stefan_L
Collaborator
Collaborator

Yes, you're right, as always. 🙂

 

Spoiler

I - uhm - I just wanted to post an example why scaling at object level is bad, evil, sinister, wicked...

No one understands me... Smiley Sad

 

 

--
Stefan

i7-2600 @ 3,4GHz, 32GB Ram,
512+128GB SSDs + 2x500GB HD
GeForce GTX 980 Ti 6GB + GTX 980 4GB
latest Driver (almost always)
Win7ProX64 SP1
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Message 9 of 9

Steve_Curley
Mentor
Mentor
Ahh - I see. Kind of misinterpreted your post - sorry about that.

p.s. You can't hide from me, at least not in a spoiler 😛

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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