Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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01-07-2010 16:38
Hi. I stumbled over this weird thing:  - The left glas is modelled by first creating an outline then rotating the outline by 360 degrees. I used 33 vertices in the outline and 32 steps for the spin. So the object is a perfect 32*32 face-mesh. The normals are made visible with size=0.2. Nothing special. That looks as expected. - I applied "sculptify" to it and baked the sculptmap. And then reimported it to blender (using image -> import as sculptie). The result is seen in the middle of the image. It is completely inside-out and for some reason the normals are all but normal to the faces. Why are they drawn so much larger ? the normals drawsize is still 0.2 ... - Now lets guess, primstar does not know which side of the sculpty is the correct outside. Apparently it does not take the original face normals into account. So i scale x to -1 which effectively mirrors the sculpty. Now the inside out effect is gone (right most image), but the strange "unnormal normals" remain. Is that normal ? How can that be explained ? Is it a bug in blender ? Does primstar calculate the normals itself ? Is there a bug in primstar ? What do i see here ??? Any ideas around ?
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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01-07-2010 17:46
Is un-normal normals normal... good one Gaia! "Normally", I'd have an idea why you're getting that weird normal issue in the rightmost item, but I'm stumped. My guess would be though that Primstar doesn't decide what the normals are, Blender does, because recalculating normals (which fixes things sometimes) happens in Blender, so Primstar is probably determining normals from the object itself rather than figuring it out on it's own, but Domino would surely have more to offer than I on the subject.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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01-07-2010 18:15
From: Domino Marama 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. That is where i got the impression, that primstar is involved... Ah, something interesting: I tried to join all three glasses to make this image. But when i do that, the weird normals get fixed by blender. So this is another point why i guess it is primstar that does something with the normals... not blender. But as usual, i only can find this sort of weirdnesses... Oh, how good would it to be able to fix them 
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