-andrew- Posted April 1, 2015 Share Posted April 1, 2015 I've been trying to figure out what I did that caused Shaded Full to go to wireframe.... haven't found an answer! I assume it was an accidental key combo or something. Any help appreciated. thanks, Andrew Link to comment Share on other sites More sharing options...
-andrew- Posted April 1, 2015 Author Share Posted April 1, 2015 By the way - this is on a Macbook Pro, Nvidia GeForce GT 650M. thanks Link to comment Share on other sites More sharing options...
rob Posted April 1, 2015 Share Posted April 1, 2015 It sounds like you may have overloaded your card. Turn your map sizes all to smaller settings, save, reboot, and reopen the file. Does that help? Link to comment Share on other sites More sharing options...
Tech Posted April 1, 2015 Share Posted April 1, 2015 Hi Andrew, We are not sure why this would occur. Did Rob's advice help? If not, does the problem occur also with a New Project, or only with a specific one? And if a New Project does not show the issue, can you send us one that does so we can test that here? Link to comment Share on other sites More sharing options...
-andrew- Posted April 1, 2015 Author Share Posted April 1, 2015 Good morning! Sorry, Rob's suggestions didn't do much. I doubt a file this small is overloading anything... Can't seem to fix... file is attached. master bath.zip Link to comment Share on other sites More sharing options...
Tech Posted April 1, 2015 Share Posted April 1, 2015 Hi Andrew, You don't have any Lights that can be used by OpenGL. Just add a Distant, and maybe an Ambient Light and it will shade properly. Link to comment Share on other sites More sharing options...
-andrew- Posted April 1, 2015 Author Share Posted April 1, 2015 Aha! Didn't know that view was dependent on FZ lights! Duh! Now I know.... thanks! Link to comment Share on other sites More sharing options...
Tech Posted April 1, 2015 Share Posted April 1, 2015 Yes, Shaded Work uses its own built in light, Shaded Full represents the lights in the file as best it can (and will show distant, point, cone, and Ambient lights, but not more advanced ones for other renderers). Link to comment Share on other sites More sharing options...
-andrew- Posted April 1, 2015 Author Share Posted April 1, 2015 Gotcha. I guess I was thinking that the Ambient Occlusion property was independent of light sources, and therefore, the model would be, as well. For me, Ambient Occlusion is really useful! Great update. Maybe it can eventually be worked into Shaded Work display. thanks again, Andrew Link to comment Share on other sites More sharing options...
Tech Posted April 1, 2015 Share Posted April 1, 2015 Hi Andrew, Ambient Occlusion is NOT independent of Light Sources. It occurs relative to the Ambient Light in the File, and if you use the Additional Contrast, that is relative to the other lights in the file... Link to comment Share on other sites More sharing options...
-andrew- Posted April 1, 2015 Author Share Posted April 1, 2015 Yes - understood! It's great to work with it on. I seem to remember a discussion at some point ( not here - with another software) regarding AO wherein it was generated based only on edge geometry and not dependent on any lighting whatsoever. It was pretty cool - more like a nonphotorealistic rendering setting. The same engine was used to generate grime based on geometry. thanks Link to comment Share on other sites More sharing options...
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