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Wings 3D Development Forum Wings 3D Interface & Usage v
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Problem with normals

 
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Problem with normals

ios29a
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Posts: 8
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Joined: Oct 2013
#3
05-10-2014, 01:33 PM
(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.
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
On completely flat surfaces.
Hidden areas of models that will never be seen or used for any reason (but this still sloppy and not desirable)
As a temporary holding surface that will later be replaced with clean quads.

When NGons are not okay
On any model that will be exported to another artist or engine
On a model that will deform through animation
On a model with SubD (unless that area is completely flat, and surrounded by a quad-loop)

There's many different reasons for each of the above, but here's a few:
NGons should not be used on deforming models as you want to have absolute control over how the surface is generated and how it appears at render time.
NGons should never be used on a model that is being exported as you don't necessarily know if the importer on the other side will support NGons or if the next artist will treat them as you intended.
NGons should never be used on real-time models as you won't know how they'll be triagulated.
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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Messages In This Thread
Problem with normals - by ios29a - 05-10-2014, 12:19 PM
RE: Problem with normals - by micheus - 05-10-2014, 12:59 PM
RE: Problem with normals - by ios29a - 05-10-2014, 01:33 PM
RE: Problem with normals - by Nova - 05-10-2014, 04:26 PM
RE: Problem with normals - by ios29a - 05-10-2014, 10:08 PM

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