[Paraview] Surface representation inconsistency
Moreland, Kenneth
kmorel at sandia.gov
Wed Mar 19 14:21:00 EDT 2014
I don't know how texture coordinates are being used in your application, but I suspect that your overlapping points have different texture coordinates, which is probably creating (intentionally) discontinuous colors. When you merge the points, the texture coordinates get averaged together.
If this is the case, I can't think of a straightforward way to retain the texture coordinates and also create smooth normals.
-Ken
From: Den Fairol <den.fairol at infovalley.net.my<mailto:den.fairol at infovalley.net.my>>
Date: Tuesday, March 18, 2014 7:27 PM
To: Kenneth Moreland <kmorel at sandia.gov<mailto:kmorel at sandia.gov>>
Cc: "paraview at paraview.org<mailto:paraview at paraview.org>" <paraview at paraview.org<mailto:paraview at paraview.org>>
Subject: [EXTERNAL] RE: [Paraview] Surface representation inconsistency
Yeah, that 3-step process saves the day! No problem executing the ‘Clean’ filter on ParaView 4.1.0 stable version. However, the texture map is abit off. Could I tweak the transformation process so much so that the texture coordinates are retained?
Thanks and Regards,
Den
From: Moreland, Kenneth [mailto:kmorel at sandia.gov]
Sent: 18 March 2014 10:47 PM
To: Den Fairol
Cc: paraview at paraview.org<mailto:paraview at paraview.org>
Subject: Re: [Paraview] Surface representation inconsistency
If Generate Surface Normals is not creating smooth normals by default, it probably means that your mesh is a polygon soup. That is, the points in your mesh are repeated and the connections of adjacent polygons is missing. If this is the case, the Generate Surface Normals can't find the curve of the surface and instead just finds the normal of the attached polygon.
If this is the case, you can solve the problem by merging coincident points. Normally you do that with the "Clean" filter. Unfortunately, I notice that the Clean filter is crashing my version of ParaView (I've raised a bug for that, too). If that happens to you, you can instead run the "Clean to Grid" filter and then "Extract Surface" filter. After your data is cleaned, run Generate Surface Normals.
-Ken
From: Den Fairol <den.fairol at infovalley.net.my<mailto:den.fairol at infovalley.net.my>>
Date: Monday, March 17, 2014 8:25 PM
To: Kenneth Moreland <kmorel at sandia.gov<mailto:kmorel at sandia.gov>>
Cc: "paraview at paraview.org<mailto:paraview at paraview.org>" <paraview at paraview.org<mailto:paraview at paraview.org>>
Subject: [EXTERNAL] RE: [Paraview] Surface representation inconsistency
Ken,
It turns out the bug is only prevalent in ParaView, no such issue in ParaViewWeb which the platform of interest. Thanks for the heads up though.
Oddly enough, the “Generate Surface Normals” ‘trick’ only works during interaction. Pixelation returns when I stop moving the object around. Do I need to change the default settings for that filter?
Regards,
Den
From: Moreland, Kenneth [mailto:kmorel at sandia.gov]
Sent: 17 March 2014 11:45 PM
To: Den Fairol; paraview at paraview.org<mailto:paraview at paraview.org>
Subject: Re: [Paraview] Surface representation inconsistency
Den,
The first issue appears to be a bug. I've submitted a bug report: http://www.paraview.org/Bug/view.php?id=14638. You should be able to work around the problem by making some other superficial change to the data or display. For example, changing the color should do the trick.
The second issue is probably because you don't have surface normals. Try running the "Generate Surface Normals" filter on your data.
-Ken
From: Den Fairol <den.fairol at infovalley.net.my<mailto:den.fairol at infovalley.net.my>>
Date: Sunday, March 16, 2014 6:06 PM
To: "paraview at paraview.org<mailto:paraview at paraview.org>" <paraview at paraview.org<mailto:paraview at paraview.org>>
Subject: [EXTERNAL] [Paraview] Surface representation inconsistency
Hi guys,
I have two issues when trying to display a surface representation:
1. Inconsistent rendered images between still and interactive as shown in the first two pictures. It should be showing the muscle blockset during interaction instead of the skeletal blockset. It appears that last known render is still presiding in the memory during interaction. How can I flush it?
2. Inconsistent lighting effect on different objects as depicted in the last image. Changing from Flat to Gouraud does not affecting the left side object, it still would apply Flat lighting, which in turn causing it to appear pixelated. How do I remedy this?
Regards,
Den
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