shark month growth drive 2020 prt10 bonus pic 1
here we see a close up of the glitches i encountered when trying to render this. SOMEHOW, A1 became super shiny and super... layered? he looks like a 3d printed model. I have no idea why this happened. I get the mesh warping, i had to resize everyone down itty bitty for the starting phase of this stage, and sometimes making the models too small distorts them. The shininess, i have no clue on. he doesn't have a glossy material on him. I previewed this render in a friend's discord server and he loved it, so maybe in part 11 I will on purpose make A1 shiny. we'll see!
(the egg is visible here.)
want to help these sharkies grow? go to https://www.furaffinity.net/view/37913908/ and donate to the link in the descrpition!
(the egg is visible here.)
want to help these sharkies grow? go to https://www.furaffinity.net/view/37913908/ and donate to the link in the descrpition!
Category All / All
Species Unspecified / Any
Size 1280 x 699px
File Size 163.2 kB
Looks like you ran out of floating point precision. This tends to happen in 3D rendering in general when you scale things up very big or very small or working on things that are very far from the world origin.
You can try finding a setting to use double precision float (big performance impact) or just move the scene to bring him closer to the world origin and render it there.
You can try finding a setting to use double precision float (big performance impact) or just move the scene to bring him closer to the world origin and render it there.
interesting... that would explain why jose glitched last time. i had considered that option, but wasn't sure enough to try it. Any idea why this happens? I mean, i always thought the world origin was just a nice place where you can get everything centered, and nothing more
Its because almost all of 3D graphics uses 32bit floating point numbers. In contrast to regular binary numbers the floating point numbers move the decimal point as needed (hence floating point, as opposed to traditional fixed point). So as floating point numbers get larger they move the decimal point up more and more to be able to represent a large number and as a result the smaller digits get lost off the far end and so the number becomes less precise. Eventually things get rounded down to the last digit (And this is what you see as layers, each layer is one last digit increment)
3D graphics typically just makes sure that the world origin is at least fairly close to the camera to avoid this. But it might be possible that your particular rendering engine also supports double precision floating point numbers. These are 64bit and so have much more bits to represent the smaller digits and this makes them much more precise, but take more work to calculate so they are slower (Hence why the single precision 32bit float is usually used)
3D graphics typically just makes sure that the world origin is at least fairly close to the camera to avoid this. But it might be possible that your particular rendering engine also supports double precision floating point numbers. These are 64bit and so have much more bits to represent the smaller digits and this makes them much more precise, but take more work to calculate so they are slower (Hence why the single precision 32bit float is usually used)
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