WizardExt wrote:Hmm, what kind of odd angles do you have? Can't you have a single large brush for the water? I don't see why making the water transparent would make any difference.. Aren't HOM effects result of a leak?
I have one water brush, I have odd angles in all of the brushes used as the seafloor, and the stone walls.
HOM effects are caused by bad VIS portals, which makes the leaf nodes convex, which in turn causes the VIS calculations made by Q2 go mad. The reason they get changed if I turn the water into non-transparent water is that non-transparent water is a VIS blocker while transparent is not. That's why I would like to turn it into non-transparent, so that I could effectively shut out all the polygons generated from the seafloor.
![Smile :)](./images/smilies/icon_smile.gif)
However, when I do this, some of the portals that should be generated at the waterlevel, is not, so that the node extends both over and under the water surface, which causes HOM effects. (since you shouldn't be able to see over water when under the surface and the other way around). The problem is that I have no idea what is causing these portals to be left out, I've tried hint brushes, replacing brushes etc, but I haven't gotten it to work yet. Just thought I would ask in case any of you have had this problem as well
WizardExt wrote:I meant to say the lightning was suiting... nothing else. I guess my sentence was a bit incomplete in my previous post. It was a bit late...or something.. :p The env map is great. Love it!
hehe, you're sure its not late now?
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
I was quoting Beavis in my last post
![Smile :)](./images/smilies/icon_smile.gif)