AccuRender nXt

advanced rendering for AutoCAD

Hi guy,

I have this model done mostly with 3Dfaces but the render shows strange white lines in the corners where surfaces meet. Does anybody have an idea on how to solve it?

Thanks

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Move the AutoCad origin to the centre of the space you are rendering.

Besure there are  no gaps between those corners.

Also ensure that here are no chamfer or fillet there too.

You may be better off modelling with solids or extruded polylines.

The saxophone leaning against the wall is making me feel nervous. Could you put it on a stand please.

Did you try to see if there is any other entity in those corners? By e.g.selecting them with crossing to see how many objects are there actually. If not, try simply to stretch one of the faces beyond the meeting corner. And yes, Peter's suggestion of remodelling walls using solids is correct.

There is strange ghost reflection(?) on the glass pane just right to the tree.

Parquets seem to be too small (but it could be just my eye).

Lovely lemon tree. Is it nXt tree?

Actually, I can't make the walls completely white: the have a 255,255,255 smooth material but still appear grey.

 

@Aki: the origin is on the corner on the left, reasonable close to the entire model.

@Peter: I'll go through solids, even if I'm now trying path tracer and lines disappeared. As a sax player, its position makes me nervous, too... I'll put it on a chair!!

@George: I have NO idea on that ghost reflection, sounds very strange to me. The parquet is bamboo, so that it seems out of scale. The lemon tree is xFrog, but have to make it younger.

Be sure to check the origin in top or plan view. This is the way I do it.  I draw a line starting from the center of the model and then enter thhe coordinatinates 0,0. Most time the end point of the line ends up far out from the model space, never trust the UCS display in Autocad Viewports.

To make the walls whiter, lower the saturation of the sky and add some burn.

If your walls are constructed solely of single 3d faces, in other words, thin objects, you may get artifacts in the corners if one side is daylit.  Although they may be less apparent when using the path tracer, these artifacts will still exist.  Walls should be modeled as thick objects whenever possible. If this explanation doesn't seem right, you can send me the model and I'll take a look.

It's very much brighter outside the room than inside.  The only way you're going to get "white" walls in this scenario will be to over-expose the outside (Peter's suggestion, for example).  On the other hand, because most of the light that is reaching the room is arriving via reflection off of the outside walls, the Path Tracer may do a better job getting more light into the space, and the walls may brighten a little as a result (just guessing here.)

Thanks guys,

actually I was using 3dfaces in order to get the model lighter. It's now running on "the mule" (my 24/7 switched on old quadcore!) at standard-demo resolution without path tracer: let's see what I'll get. I also tried the solution of Peter, but I didn't like the over exposed exterior because I'd like to maintain the details. If "contact lines" will persist, I'll go for solids.

This is the point after 54 passes and more or less 3 hs rendering. "Contact lines" still there...

The gost reflection was due to the fact that the separation between sun and shadow was exactly perpendicular to the observer: I've now changed some sun angles and it disappeared.

MIguel, te sugiero trabajar con estruccion de solidos o bien extruir las lineas. Por otra parte, me gusto mucho el cesped, como lo hiciste? es textura? la puedes compartir? Saludos

Hola Jorge,

la verdad que no, no estoy usando normal maps sino bump (si el valor del relieve es chico lo prefiero).

El cesped son 15MB! Mandame un mensaje con tu direccion y te lo mando por correo.

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