Hi,
see attached image. What's wrong with the lighting?
Any advise would be great.
Philip
Lighting-Problems: Room with a strange wall...
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SpOOkyPaul
from what i understand facet and edge cusp split the vertexes. is there another way to get a hard edge without a vertex split?
To shorten your pain:
the idea is to produce vertex normals in separete pass, because they are not particulary well supported in Houdini at the moment - though play well in Mantra.
You need three nodes:
a) Facet - Unique Points, Post-Compute Normals,
b) AttribPromote - N from Point Class to Vertex Class,
c) Fuse - to delete previously created points
This way normals suitable for vertices were produced for duplicated points, transfered from here on vertices, while unneeded points deleted. Well, you get the point…
cheers,
skk.
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…Or on the object level in geometry tab - you can turn off the default settings to “compute automatically normals” of the geometry. Then you don't need to worry anymore about inserting any sops each time you need to get sharp edges (which generally happens modeling architecture). On the other hand rendering smooth surfaces requires similar process described above - recreating normals with a use of facet sop.
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