Hi there,
I have modeled a Troy Roadster. But when I rendered the car, something went wrong with the shading. The geometry is bending a bit on the front and where it bends, the shading goes wrong. Do you have any advices?
Thank you!
- Atle
Shading gone wrong
2786 3 0- atlemgw
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- Andy_23
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- Siavash Tehrani
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Hi, nice model. The first thing I would do is turn on primitive normal display and check the direction of the normals for those polygons. You can also bring up the display options ('d' in viewport) and enable Remove Backfaces under the Optimize tab. That will turn off visibility for polygons facing away from the viewer.
The Reverse SOP can flip the direction of normals if that is the issue.
Or perhaps you have vertex normals on your geometry and they were modified upstream. In that case you could either remove any N attributes on your model or apply fresh ones with the Normal SOP. Either way I'm guessing the issue is your normals.
The Reverse SOP can flip the direction of normals if that is the issue.
Or perhaps you have vertex normals on your geometry and they were modified upstream. In that case you could either remove any N attributes on your model or apply fresh ones with the Normal SOP. Either way I'm guessing the issue is your normals.
- atlemgw
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Thank you very much guys!
It was a tricky one this model but in the end the normal sop was a very good choice. I just tried to get the cusp angle to work proper (by guessing) and finaly I made a good choice.
The cusp normals is a good setting to play with, but do you know a good method to choose the right angle without guessing like I did?
It was a tricky one this model but in the end the normal sop was a very good choice. I just tried to get the cusp angle to work proper (by guessing) and finaly I made a good choice.
The cusp normals is a good setting to play with, but do you know a good method to choose the right angle without guessing like I did?
Edited by atlemgw - 2017年5月29日 18:49:58
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