Author Topic: Green/blue Render with Cubemap 360° camera  (Read 6918 times)

2018-06-04, 14:42:23
Reply #15

romullus

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I'm pretty sure what beanzvision wanted to say, is that B&G isn't corrected properly across the seams in cubemap projection. It will render, but it will look incorectly where the seams are.

By the way, would you mind to tell how did you fix green tint problem and what was the issue?
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2018-06-04, 15:06:20
Reply #16

Furla

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I haven't fix anything, i'm still waiting the investigation on the two scene i've sent a couple of hours ago.

These rendering i've posted is from another project.

2018-06-04, 15:22:45
Reply #17

TomG

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The cause is a Falloff, which is set to Perpendicular / Parallel to the Camera Z axis. I guess something about the camera being 360 then messes with the concept of a falloff relative to the camera view.

To diagnose, override the scene materials. Note that the scene now renders fine, so it must be a material causing the issue.

I then went through and disabled groups of objects (with the material override off now, so back to scene materials) til I found the scene rendering normally. Then I went through that group 1 by 1 to find which object it was. Then I drilled into the group and disabled parts of it til I found which parts caused the effect, then I looked at their materials. To confirm, I pulled the Falloff off the input to the Light Material.

The object is Lampada elle 01, specifically the Line objects in there (other than Line 40), which are painted with Material #2146932588. Remove the Falloff from there (or set it to something not based on the angle to the camera) and your scene should be fine.
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2018-06-04, 15:27:18
Reply #18

TomG

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Here's the falloff in question -
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2018-06-04, 15:30:13
Reply #19

TomG

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PS - I was already looking for something that was "mapped from the camera" since changing the cameras projection was changing how things rendered, so that was a clue too :) I'll ask if this is a bug, or simply an unavoidable part of having "perpendicular to the z-axis" when rendering facing in 6 different directions (so the z-axis is in effect always changing)
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2018-06-04, 15:50:00
Reply #20

Furla

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Thank you! it was just that! that material came from a scene prepared with vray downloaded from 3dsky.

THANK YOU!THANK YOU!THANK YOU!

2018-06-04, 16:33:07
Reply #21

TomG

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You are welcome - here's another solution, install the latest daily build :) Must have been a bug someplace, as this no longer happens with Corona 2.
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2018-06-04, 16:44:45
Reply #22

Furla

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I'll definetely do it :)