Baked lighting seems to have no effect on Blender model - blender

I'm having a terrible time trying to figure out what's going on with my baked lighting. It appears that only Realtime lights affect my model. I've attached 2 images to demonstrate the problem. I have several point lights in the interior of my model. If I set them to Realtime everything looks great. However, if I set the, to Baked and change the GI accordingly they don't seem to interact with the model at all. Oddly enough the Directional Light on the exterior (and you can see it poking through the hallway door) Seems to display fine when set to Baked.
The model is generated in Blender and I do have the "Generate Lightmap UVs" import option selected. I've tried just about every combination of settings I can think of.

It turns out the interior lights were just a few pixels above the surface of my ceiling cube, causing the light to never reach the interior of the room :/

Related

Three.js Visual indication or Effect to show when an object is occluded

I’m building a program where you control a small avatar (this is a basic circle geometry or plane) that traverses through a scene filled with 3D Models and shapes. I’d like to achieve an effect similar to those found in many video games where you can see some sort of indication that the avatar is behind the various models and shapes. For example, here is an image to explain what i mean:
Example image to show desired effect
It doesn’t necessarily need to be the outline of the shape like in the example image. I’m open to any effect really that shows some sort of indication that the avatar is behind something but also cant be too performance heavy as I'd like to get this program running on mobile. Being able to customise the effect somewhat (e.g. color, thickness, etc) is also highly desirable. Any advice or suggestions would be greatly appreciated. There really doesn't seem to be much information that I can find to achieve an effect like this.
Also I thought it was worth mentioning that thus far I have attempted two things on my own. One is just rendering the avatar above everything. That turned out to look really silly and confusing. The other thing I attempted was to use an Outline post processing effect (from this library https://github.com/vanruesc/postprocessing). Which actually looked pretty great but proved to be too performance heavy to run optimally at all times (not to mention other problems with color blending and transparent / see-through shapes and models).
I understand this is kind of a shot in the dark but thought it didn't hurt to ask.

GODOT: What is an efficient calculation for the AABB of a simple 3D model from a camera's view

I am attempting to come up with a quick and efficient means of translating a 3d mesh into a projected AABB. In the end, I would like to accomplish something similar to figure 1 wherein only the area of the screen covered by the cube is located inside the bounding box highlighted in red. ((if it is at all possible, getting the area as small as possible, highlighted in blue, would increase efficiency down the road.))
Figure 1. https://i.imgur.com/pd0E20C.png
Currently, I have tried:
Calculating the point position on the screen using camera.unproject_position(). this failed largely due to my inability to wrap my head around the pixel positions trending towards infinity. I understand it has something to do with Tan, but frankly, it is too late for my brain to function anymore.
Getting the area of collision between the view frustum and the AABB of the mesh instance. This method seems convoluted, and to get it in a usable format I would need to project the result into 2d coordinates again.
Using the MeshInstance VisualInstance to create a texture wherein a pixel is white if it contains the mesh instance, and black otherwise. Visual instances in general just baffle me, and I did not think it would be efficient to have another viewport just to output this texture.
What I am looking for:
An output that can be passed to a shader informing where to complete certain calculations. Right now this is set up to use a bounding box, but it could easily be rewritten to also use a texture. It also could be rewritten to use polygons, but I am trying to keep calculations to a minimum in the shader.
Certain solutions I have tried before have worked, slightly, but this must be robust. The camera interfacing with the 3d object will be able to move completely around and through it, meaning at times the view will be completely surrounded by the 3d model with points both in front, and behind.
Thank you for any help you can provide.
I will try my best to update this post with information if needed.

Blender: black patterns on my rendered model

When I render my model these black lines/patterns appear all over it.
I tried recalculating normals, deleted doubles, and checked for extra faces, but everything seems alright.
Other models that I created from the same base model are ok, so I really don't know where the problem comes from. In the picture they also have th same material so it's not that either.
The two rendered models side by side:
Anyone have an idea of how I can fix this?
Here's the Bleder project: https://drive.google.com/file/d/1lpDNymtcCWtBQTj1qoA3sKUWtzl_fJsV/view?usp=sharing
For some reason, you have double mirror modifier in second mesh, remove one of them

overlapping of geometries in Scenekit

I'm have put a plane onto the same height as the edges of the cube are. Everything you see was created in Blender and you can download Blender file here. The plane is a little bigger than the hole so that they overlap.
The whole rendering is a little funny. I get this frame around the hole due to plane and cube edge having the same hight. I only want the plane to be visible. How can I fix this?
EDIT: I can always change height for a tinywiny bit but I would prefer a different approach due to shadows and reflections and stuff.
I'm a little confused because you are referring to a hole while it seems that your cube does not have any hole and your are adding a plane on top of it.
What you are seeing is called depth fighting and it's because both objects have the same z-value, yes.
SCNMaterial exposes properties like writesToDepthBuffer and readsFromDepthBuffer that can help with that. Also check SCNNode's renderingOrder property.

GIMP & Photoshop Gaussian Blur issue?

I'm trying hard to nicely blur a red circle but everytime i get gradient levels of red and the image looks choppy.
Before:
http://i.imgur.com/6yzMhFI.png
After:
http://i.imgur.com/2dZl4ph.png
How i can acheive a smooth blur ?
If you are referring to the visible circles that separate the gradation levels, that is called banding Here are some ways to fix that:
Increase your document's bit level from 8-bit to 16-bit
This will increase the amount of colors your file can represent, creating more colors that can be used to represent the gradient, making it smoother in appearance.
In Photoshop navigate to Image>Mode>16-Bits/Channel
In GIMP 2.10 (or higher?), navigate to Image>Precision>16 bit..
Display or system settings might be unable to display enough colors
If changing the bit depth does not fix the issue then you might have a hardware or system settings issue.
If it's a hardware issue, your monitor might not have the capability to display enough colors to render the gradient smooth
If it's system settings you will need to go to your operating systems color depth setting, usually located under the system's display settings. It could say something like Millions of Colors, or True Color (32-bit).
The last thing related to settings is that you have a bad color profile set in your system or in your image editing software. It's beyond the scope of this answer. If you don't know how to color calibrate your monitor, then it most likely isn't this and you can skip this.
If you have to have 8-bits
If you absolutely have to keep your document in 8-bit color space then you will have to use dithering or add some noise to your image to confuse the viewers brain into seeing a smooth gradient.
Noise or dithering will confuse the viewers brain into seeing a smoother gradient by setting some focus on the imperfections of the noise/grain/dithering. This doesn't exactly answer your question, but it is about the only option you have if you keep your ultra smooth gradient in 8-bit mode.
Good Luck!
I think you are applying the Gussain-Blur to the entire image try to Select the red circle and apply the Gussain-Blur filter to it