Objects turn black in viewport depending of angle of perspective camera

adoniogtsadoniogts Posts: 98

Hello all! Here again with more questions! 

Im animating a scene using the opengl option, so I'm literally rendering images direrctly from the viewport.

I don't know why, but some objects, like the floor, which is a textured primitve plane, and the low poly house in the background, turn black or gray depending on the angle of the camera, and this affects the animation when the camera moves, some things suddenly turn black or gray and turn back to their textured color in a second.

Is this a problem with the light? There are no lights in the scene. How can I make everything look with the same texture from all camera angles?

In the first attached image the camera is at an angle where the walkway primitive plane and the grass primitive plane look with their own textures, in the second attached image I lowered the camera a little bit and suddenly all the floor turns black...

 

I1.jpg
1022 x 768 - 666K
I2.jpg
1022 x 768 - 531K
Post edited by adoniogts on

Comments

  • Sven DullahSven Dullah Posts: 7,621
    edited May 2019

    If you have no lights in your scene means you are using the camera headlight, which follows the camera movement, so lowering the camera means the light will hit the walkway from a lower angle. And OpenGL has its limitations. I would recommend you use atleast a distant light as the main light source. That will turn off the camera headlight if its set to auto. You can use additional lights as fill lights if needed. Also you could use the UberEnvironment light in ambient mode as a fill light. Just keep intensity down or set light color to mid gray, and you won't have any totally black areas in your renders.

    The UberEnvironment2 is found in your content library/light presets/Omnifreaker/UberEnvironment. Doubleclick the one that is named bouncelight. Select the light in the scenetab, go to the parameters pane/light and change the environment mode from bouncelight to ambient. Set color to dark to mid gray. Create a distant light and adjust light direction and strength and you should be good to go;)

    Post edited by Sven Dullah on
  • adoniogtsadoniogts Posts: 98

    If you have no lights in your scene means you are using the camera headlight, which follows the camera movement, so lowering the camera means the light will hit the walkway from a lower angle. And OpenGL has its limitations. I would recommend you use atleast a distant light as the main light source. That will turn off the camera headlight if its set to auto. You can use additional lights as fill lights if needed. Also you could use the UberEnvironment light in ambient mode as a fill light. Just keep intensity down or set light color to mid gray, and you won't have any totally black areas in your renders.

    I tried it and it worked! I also changed from black to white the ambient color in the surfaces tab of the things that changed color! Thanx! ????
  • Sven DullahSven Dullah Posts: 7,621
    adoniogts said:

    If you have no lights in your scene means you are using the camera headlight, which follows the camera movement, so lowering the camera means the light will hit the walkway from a lower angle. And OpenGL has its limitations. I would recommend you use atleast a distant light as the main light source. That will turn off the camera headlight if its set to auto. You can use additional lights as fill lights if needed. Also you could use the UberEnvironment light in ambient mode as a fill light. Just keep intensity down or set light color to mid gray, and you won't have any totally black areas in your renders.

     

    I tried it and it worked! I also changed from black to white the ambient color in the surfaces tab of the things that changed color! Thanx! ????

    You're welcome;)

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