8/5/2023 0 Comments Studio max sidplay normalsCarrara can be set to not draw triangles who's normals face away from the camera. You will see that the normals face in opposite directions. ![]() Draw the first in a clockwise direction, and the second one counter-clockwise. Try drawing two triangles on the same plane (not connected in any way) in the vertex modeler. Draw a quad in the vertex modeler and turn on face normals in the interactive renderer and you will see two white-line normal indicators even though, technically you only drew one polygon. They are calculated using the three vertices that make up the triangle. The second time you are just flipping them all outward again.įace normals are perpendicular to the polygon face they represent and always resolve to triangles. This is because Carrara reprocesses the normals for all polygons in the polymesh to make them consistant and typically, after the first application, they end up facing inward toward the center of the object. I have found that after some complex operations that the normals for a polymesh may become inconsistent and like visionastral2 says, flipping them twice will usually fix the problem. It is intended that all normals for a particular polymesh will face the same direction and the reverse polygon normals tool will indeed toggle them back and forth. (I had to make this 2 times to fix my model) If your model still has broken normals, repeat the operation until it gets fixed. TO FIX BROKEN NORMALS ON IMPORTED OBJECTS:Ģ- select the imported object and change it's properties: "VIEW: BACKFACES -> HIDE" (in the properties panel up right)ģ- enter in edit mode from the assembly room (click on the little wrench UP LEFT on the screen )Ĥ- on "model" menu click on "REVERSE NORMALS" - 2 TIMES ! -ĥ- come back to assembly mode by clicking on the little hand icon at up right. ![]() ![]() I was turning mad for 2 days about this because exporting my models into Unity engine showed broken normals. Steve, you were right, "reverse polygon normals" does not reverse them, but instead UNIFY THEM, however, it's not that simple! Ok so this thread is pretty old now, but since this is the only reference I have found about carrara's strange behaviour with normals, I thought I should write it down here anyway, just to help others find the answer I was searching. Personally I think the "Reverse polygon normals" in Carrara is misleading, as it is actually performing a "Unify polygon normals" function.
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