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Inside out sculpted prims?

Jens Waco
Registered User
Join date: 14 Jun 2008
Posts: 3
01-06-2010 08:22
Hello my name is Jens Waco

And ive recently started making sculpted prims by using blender, its being going pretty good so far but ive occured a problem with some part of my sculpted prims are showing inside out and clicking the inside out button in Secondlife just makes rest of the prim show inside out and the one doing it before showing normal.

I saw a tip about flipping the sculpt map in photoshop but aint working for me, so i would like to hear what i might have done wrong in blender and how to fix this problem?
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
01-06-2010 08:27
You have scaled or mirrored either one axis alone, or all 3 axes of your sculpty. This leads to the face normals showing into the wrong direction.

The simplest way to get out of this problem in edit mode:

Mesh -> normals -> flip

Often this helps too ( i think it is even better...):

Mesh -> Normals -> recalculate outside.

rebake and done.

For some reason that does sometimes NOT work. In that case i often succedd by doing this (personally i think this is more believing than knowing as it does not make too much sense ;-) ) :

1.) Mesh -> Normals -> recalculate inside.
2.) Mesh -> Normals -> recalculate outside.

If nothing helps, this one will do in edit mode:

s -1

This effectively mirrors your sculpty. But it also turns inside-out back to outside-in...
Another way to cure this (in theory) is to go to the UV image editor and scale the x-axis by a factor of -1. That essentially flips the uv-map. After rebake the problem should be cured (i am not sure if this is true though, just a guess)

Then if your sculpty allready has got this problem, you still can check the "inside-out" button in the Object-tab of the SL-editor... (last resort for me when i am too lazy to correct the sculptmap ;-)

i hope one of the above helps ?
Jens Waco
Registered User
Join date: 14 Jun 2008
Posts: 3
Ugm
01-06-2010 08:37
Thanks for the quick reply! but i must admit that from still being very new to it all then all you just wrote makes no sense or what so ever for me

The object i made is 4 posts for a bed and i sized and strecthed them all in blender the same way before placing them the way i wanted it so im nearly sure i havent done anything wrong there.
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
01-06-2010 10:11
well, your sculptmap IS inside out...
So the face normals MUST be pointing in the wrong direction.
maybe two important rules about sculpties ... for clarification...

Rule 1: Sculpties are made out of planes. all of them, even the torus and the sphere.

Rule 2: Sculpties have only one side. The opposite side IS NOT RENDERED.

Now what does that mean... ? If you see the inside out effect, then you do not look at the rendered side of the object, but you look through the npot rendered side and see the rendered side from "behind". That makes the effect. A simple example (well not sooo simple): Take a plane plane. Look from one side at it. You see it is rendered (visible if you like better). Now go to the other side of the plane. Woooosh it's gone... No, its not rendered :o Now think what happens when you bend this plane to a cylinder...

Now normals (face normals): think of such a normal as a stick, which is positioned on the face and points out perpendicular to the face itself. if the normal points towards your eye, the face is visible. If the normal points away from your eye, it is invisible.

Now think about what happens when you mirror along one axis or 3 axes...
In both cases the face normals are also mirrored. now... under some circumstances (which i do not understand to its fullness) the normals end up pointing in the wrong direction. If that happens... Inside out effect...

BTW you can VERY EASILY mirror a sculptie unintentionally when you use scale and move the mouse. Sometimes (well too often for me ...) the mouse passes a magic point in space and wooosh... scaling turns negative... You do not always see that this happens... Until you see the inside out effect in world...

Ok, i could tell you now, how to check for this effect INSIDE blender ;) ... use textured mode and watch carefully ... You will see what i mean when you try it out. Or when we get our next basic tutorial ready ...

Now i hope THIS helped ? If not, then you should start reading the manuals ;) (and watching the tutorials :cool:
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
01-06-2010 10:38
Flipping the image in Photoshop horizontally, clicking the inside out button in the SL editor, and flipping normals in Blender are the same thing. When you have a situation where you're seeing invisible parts when viewed from both ends, recalculating the normals in Blender is the only fix. This forces blender to "look at" each face, and flip the normal for that face if it is facing inward, or not if it's not.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
01-06-2010 11:08
From: Jens Waco
Hello my name is Jens Waco

And ive recently started making sculpted prims by using blender, its being going pretty good so far but ive occured a problem with some part of my sculpted prims are showing inside out and clicking the inside out button in Secondlife just makes rest of the prim show inside out and the one doing it before showing normal.

I saw a tip about flipping the sculpt map in photoshop but aint working for me, so i would like to hear what i might have done wrong in blender and how to fix this problem?


When just part of the map is inside out, select that part and scale by -1. Depending on how the part connects to the rest of the sculptie, you may have to do a fair bit of cleaning up. Note: this advice is pretty generic - I'm assuming it's a complete set of edge loops that are affected.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
01-06-2010 11:39
From: Domino Marama
When just part of the map is inside out, select that part and scale by -1.
Isn't that where mesh -> normals -> recalculate normals comes in handy ?
Jens Waco
Registered User
Join date: 14 Jun 2008
Posts: 3
01-06-2010 12:00
From: Domino Marama
When just part of the map is inside out, select that part and scale by -1. Depending on how the part connects to the rest of the sculptie, you may have to do a fair bit of cleaning up. Note: this advice is pretty generic - I'm assuming it's a complete set of edge loops that are affected.



Bingo! thanks for all the answers! but this was the only thing that seemed to work for me :)

Im still very fond of all the quick answer to my problems!
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
01-06-2010 12:16
From: Jens Waco
Bingo! thanks for all the answers! but this was the only thing that seemed to work for me :)

Im still very fond of all the quick answer to my problems!
Well... "great Domino" IS the master :cool: I still wonder why recalculating the normals does not work ...
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
01-06-2010 14:41
From: Gaia Clary
Isn't that where mesh -> normals -> recalculate normals comes in handy ?


Changing the normals alters the way a face is pointing in Blender, but with sculpties the normals are calculated from the draw order of the faces. So if there's a bit that's wrong, you scale it by -1 (one axis is enough - forgot to mention that originally) to reverse the draw order.

Keeping an eye on the status bar during scaling is a good idea as if you cross the center point you can end up doing a negative scale by accident and cause this sort of problem.
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
01-06-2010 20:45
All hail the Great Domino..... lol