HELP!!!Make all primitive normal point to the same direction
15360 3 2- twohardballs
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- Stalkerx777
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- old_school
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Primitive normals are driven from the primitive faces and the vertex winding order. The primitive face determines the primitive orientation and the vertex winding order determines the normal direction.
The only way to modify the primitive normal is to either reverse the vertex order or transform the primitive.
You can reverse the vertex order to flip the primitive normal with the Vertex SOP, Primitive SOP or the Ends SOP. Starlkerx777's answer with the Orient Polygons is a good one when adjacent primitives have flipped primitive normal directions as this can wreak havoc with smooth shading of rendered surfaces as point/vertex shading normals are constructed from the primitive normal direction.
The only way to modify the primitive normal is to either reverse the vertex order or transform the primitive.
You can reverse the vertex order to flip the primitive normal with the Vertex SOP, Primitive SOP or the Ends SOP. Starlkerx777's answer with the Orient Polygons is a good one when adjacent primitives have flipped primitive normal directions as this can wreak havoc with smooth shading of rendered surfaces as point/vertex shading normals are constructed from the primitive normal direction.
There's at least one school like the old school!
- old_school
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Primitive normals are driven from the primitive faces and the vertex winding order. The primitive face determines the primitive orientation and the vertex winding order determines the normal direction.
The only way to modify the primitive normal is to either reverse the vertex order or transform the primitive.
You can reverse the vertex order to flip the primitive normal with the Vertex SOP, Primitive SOP or the Ends SOP. Starlkerx777's answer with the Orient Polygons is a good one when adjacent primitives have flipped primitive normal directions as this can wreak havoc with smooth shading of rendered surfaces as point/vertex shading normals are constructed from the primitive normal direction.
The only way to modify the primitive normal is to either reverse the vertex order or transform the primitive.
You can reverse the vertex order to flip the primitive normal with the Vertex SOP, Primitive SOP or the Ends SOP. Starlkerx777's answer with the Orient Polygons is a good one when adjacent primitives have flipped primitive normal directions as this can wreak havoc with smooth shading of rendered surfaces as point/vertex shading normals are constructed from the primitive normal direction.
There's at least one school like the old school!
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