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Problem with normals
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05-10-2014, 12:19 PM
Post: #1
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Problem with normals
Kinder question
Why the surface of the gear is not flat while rendering ? Its rendered by Kerkythea but in final program its rendered the same - seems wrong normals, why this happens ? PS. right images - UV mapping then real view of the gear |
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05-10-2014, 12:59 PM
Post: #2
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RE: Problem with normals
It's because of the n-gons faces (face with more then 4 sides - edges). Wings will triangulate it before OpenGL can render it. Most engines/renders also require triangles faces.
I'm not expert on that, so I'm going to past a small text that I got from this link: Quote:When NGons are okay
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05-10-2014, 01:33 PM
Post: #3
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RE: Problem with normals
(05-10-2014 12:59 PM)micheus Wrote: It's because of the n-gons faces (face with more then 4 sides - edges). Wings will triangulate it before OpenGL can render it. Most engines/renders also require triangles faces.Thanks for your reply. OpenGL renders its normally by Hemispherical Lighting shader, there normals after export are wrong, real poligons are triangulated before transformation to the real format. However, is there any way to transform n-gons to triangles, maybe it may help ? |
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05-10-2014, 04:26 PM
Post: #4
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RE: Problem with normals
If you want flat shading, you'll have to specify hard edges (Either manually in edge mode and going Hardness>Hard/Soft, or using the autosmooth function in bodymode.). You can also do this in Kerkythea but I forget how.
As for triangulation, you can do it automatically in some of the exporters (Like 3DS and OBJ), or you can select you object in body mode, switch to faces (So all faces are selected) and go Tesselate>Triangulate. |
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05-10-2014, 10:08 PM
(This post was last modified: 05-10-2014 10:21 PM by ios29a.)
Post: #5
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RE: Problem with normals
(05-10-2014 04:26 PM)Nova Wrote: If you want flat shading, you'll have to specify hard edges (Either manually in edge mode and going Hardness>Hard/Soft, or using the autosmooth function in bodymode.). You can also do this in Kerkythea but I forget how.Thanks for your help !!! Solved by using hardness->hard |
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