jason1025 Posted October 29, 2009 Posted October 29, 2009 In Barry's training He says that your patches need to be facing the correct way all the same. I just realized that some of my patches are not all facing the same direction. The correct normals plugin does not really work. WHat are the negative effects of this? Can I just ignore it? Quote
higginsdj Posted October 29, 2009 Posted October 29, 2009 With incorrectly facing normals you will likely get some rendering artifacts. You can always go into patch select mode and flip the incorrect facing normals manually. Cheers Quote
Hash Fellow robcat2075 Posted October 29, 2009 Hash Fellow Posted October 29, 2009 In Barry's training The correct normals plugin does not really work. It tries. It may not get all of them since there's no absolute rule for inside vs.outside. WHat are the negative effects of this? It's most important for 5-pointers, particles like hair, the porcelain material and SSS. They will all look weird with a patch going the wrong way. Quote
*A:M User* Shelton Posted October 29, 2009 *A:M User* Posted October 29, 2009 Just like Robert side sss can be affected. Dark patches are most of the time the result of patches facing the wrong way. Hair is a nightmare when the patch is facing incorrectly. There is a setup in options that allows you to correct the facing of the normal. Go to shaded mode and it allows you to select that. Steve Quote
Paul Forwood Posted October 29, 2009 Posted October 29, 2009 Select the problematic patches and hit "F". This will flip the normals for any selected patches. Though it seems to be possible to provide a reliable normal unifier with polygon programes it does not seem to be possible for anyone to do it with patches. Perhaps it just too difficult to automatically decide what is an outward or inward facing patch: Even a 3 point patch can have a pretty convoluted surface. I do think that a routine could be written that would allow you to select one patch on a mesh and then select "Unify Normals" and the routine would compare neighbouring normals and flip them if their normal varied by more than a certain number of degrees but that would fail as it followed the contours of a vase's surface from the outside to the inside. Quote
Hash Fellow robcat2075 Posted October 29, 2009 Hash Fellow Posted October 29, 2009 BTW, you can quickly spot wrong-faced normals by turning off "show back facing polygons" in the shaded render props Quote
Darkwing Posted October 30, 2009 Posted October 30, 2009 and i can say from experience that if the normals in the wrong directions, then 3ds max will not show those patches and causes those patches to be transparent. Quote
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