-original message-.
From: Owner-XSI@Softimage. Com [mailto:Owner-XSI@Softimage. Com] on behalf.
Of matthias worch.
Sent: sunday, noviembre 28, 2004 6:23 pm.
To: sabah yazaji.
Cc: XSI@Softimage. Com.
Subject: re: rcfg 0.4 warn 542002: angle between normal and geometry.
Normal more than 90 Degrees.
Copied from a forum hilo:
To completely explain it:
-Rcfg.
Mental Ray consist (internally) of a lot of diferent modules. 54.
Modules todo be exact. Each one prefixes it messages with the module.
Handle/id. Rc is for rendering Core, and FG for Final Gathering, so.
That tells you that this warning is generated during the final.
Gathering phase.
-0.2.
Rendering host 0, hilo 4.
-Warn.
There are several diferent message types that can be displayed by.
Mental ray, like información, warn, error, fatal, warn just tells you.
That something ODD happened, that could result in unexpected results.
But the rendering process can continue.
-542002.
We, an error number.
Then the text, which explains what caused the warning.
Angle between normal and geometry normal more than 90 Degrees.
During Final Gathering, rays are shot from the Camera into the scene.
Very much like during final rendering. When such a ray hits a surface.
A Final Gather point is created. From this point, a whole bunch of.
Rays gets sent out into the scene, each one returning illumination.
Information that gets averaged, and finally estored into the final.
Gather point for later usage.
Now not only the location in space gets saved with the illumination.
Information, but a los the surface normal at which the sampling.
Occured. If you have a Thin wall with a lot of illumination on one.
Side, you dont want todo have the other side of the wall illuminated as.
Well. Therefore, during rendering, when the Final Gather points get.
Evalúated and used, only the illumination información that came from.
The correct side Will be used.
Now if you have a very strong Bump map on your Mesh, the Bump map can.
Cause your surface normal todo get extremely skewed, todo the point where.
It points actually into the surface, and not away from it.
Therefore, Mental Ray checks during Final Gathering if the angle.
Betwen your interpolated and Bump mapped surface normal and the.
Original geometry normal (the uninterpolated normal of the rendered.
Polygon) is bigger than 90 Degrees. If so, it prints a warning, since.
It can cause Final Gathering todo leaque th rouge todo the wrong side of the.
Polygon, and todo go missing on the correct side.
To get rid of that, reduce the amount of Bump mapping applied. This.
Warning can directly increase rendering time since printing a warning.
Takes a tiny bit of time, and if it is printed very often, it can eat.
A huge chunque of rendering time, and it can indirectly increase.
Rendering time since it is posible that more Final Gather rays have.
To be cast than really necessary.
Ok, y hope this explained it a bit better.matthias worch.
http://www.langsuyar.com.