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DarkBASIC Professional Discussion / Skydome & Texture anamoly

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x1b
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Joined: 19th Sep 2004
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Posted: 10th Feb 2006 03:37 Edited at: 12th Feb 2006 23:02
So, aftering seeing Josh's Skydome in his dbdemo,I figured out how to make one in Maya 7.

That being done,I found a nightsky texture I wanted for my project. Mostly,it looks sharp on a dome minus what appears to be a fold in the center(I tested it on Joshs dome too,also folded)


im really not to good with these things. any suggestions?

ive scaled the dome up and down,it doesnt change. ive scaled the texture up and down, still doesnt change.

any help appreciated. id love to use this texture.

- Do it, Do it Right, Do it right now..
dark coder
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Joined: 6th Oct 2002
Location: Japan
Posted: 10th Feb 2006 03:44
well if this is night the clouds should be almost black other than ones close to the moon as they should be illuminated somewhat.

if your refering to the issue at the top, then you could try the set object smoothing? command or in your 3d app if you weld the verts at the top and assign all the polys to the same smoothing group, then it should be fine.

Halowed are the ori.
G Man
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Posted: 10th Feb 2006 04:29
The problem is that the polygons at the top of a standard sphere are quite small and acute. A standard UV mapping on the sphere will compress the texture, creating these lines. I've found it a serious pain in the keester to get rid of them, so I've switched over to using a geodesic sphere for sky domes which eliminates this problem, since every polygon in a geodesic is the same size. Further a geodesic sphere uses no more polygons than a standard sphere does and in fact, can use fewer. The attached image is a comparison between a standard sphere and a geodesic sphere.

Intel Pentium 4, 3.4GHz, 1280MB RAM, NVidia Quadro FX3000/256MB, 240GB HD, XP Pro

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dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 10th Feb 2006 04:53
ah after looking at the pinched bit the prolem isnt only the normals its also the uv map, if you look at the uv map youll notice the top is spikey, as its only triangles there(hope that made some sence) that means that some of your cloud texture isnt being mapper to the top, thus making it looks weird.

to fix this would can either make small holes in the top then fill it in with a very small sphere, or dont have clouds at the top(use some flat gradient) or use a skybox, but your best bet is to remove the clouds and have them seperate like on a scrolling plain then yu wouldent notice the mapping errors.

Halowed are the ori.
x1b
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Posted: 10th Feb 2006 12:56
appreciate the help,guys. i'll try the suggestions when I get back from work.

- Do it, Do it Right, Do it right now..
x1b
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Posted: 13th Feb 2006 01:17 Edited at: 13th Feb 2006 03:19
I have easily made about 20 spheres and domes in 3ds max, maya, 3dws and all have had the same effect to one degree or another.

my saviour was....


in this one line of code, all my problems where solved, and my night, winter sky, perfect.

sad

but, I have THEY coolest effect going. as my sky rotates,I have the stars twinkling. the scene is very crisp compared to my last WIP screens.

id post screens,but it just wont do this justice. ill get a 30 sec video together and post it.

- Do it, Do it Right, Do it right now..

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