View Full Version : What am I doing wrong?
Orange Ray 09-02-2005, 12:09 AM It looks like the backfaces but the normals are correct. I’m using a 512X512 map (targa file 32bit) with a alpha channel.
|
|
Brent Turbo
09-02-2005, 01:11 AM
Edit Polygons -> Normals -> Set Vertex Normal (optionbox) -> tick the "unlock normals" box -> apply
May require you to "set to face" and then "average normals" afterward, but that should fix the blotches.
EDIT - if you're actually seeing through your mesh in random spots, it could be a vertex transparency problem, which can be handled in the component editor. It's hard to tell just what's what from that image.
Orange Ray
09-02-2005, 02:11 AM
where can I find the "component editor" and once I get into it where do I go in order to fix the problem? I tried the above and its still messed up. I tried it with Tiff too and I still get the same messed up see though error
Ferny84
09-02-2005, 03:25 AM
What do normals do?
Can anyone explain?
Orange Ray
09-02-2005, 03:41 AM
They are poitning out
LehaS
09-02-2005, 06:43 AM
They are poitning out
definitely :cool:
Orange Ray
09-02-2005, 07:04 AM
lol, what other kind of info do you need?
tachy0n
09-02-2005, 07:16 AM
Does it render properly or is that also messed up ? Also check your UVs, you might have overlapping somewhere that is causing your alpha channel to get applied in the wrong location.
Orange Ray
09-02-2005, 06:53 PM
if you take a look at the UV's there isn't anything overlapping. When I render it, it comes out fine but I guess Maya's open GL can't show the correct display in real time. Has anyone else every come across this same problem?
* In the red area is my transparent section
Bonedaddy
09-02-2005, 10:00 PM
What do normals do?
Can anyone explain?
Normals are vectors on each polygon that indicate the direction that each polygon is facing. They are used for lighting/surface calculations, for the most part. The much-vaunted normal maps in modern video games are sophisticated color maps where the R, G, and B channels correspond to the X, Y, and Z of a normal vector. Thus, one can have complex normal information, and thus a complex reaction to lighting, without the need for a number of polygons.
gy615
09-03-2005, 09:41 AM
I have the same problem. Can you tell me what video card you have.My geforce3i500 have the problem.
robinb
09-03-2005, 11:26 AM
Real time displays often have problems with alpha. They work by drawing from front to back to avoid having to draw stuff that's not needed (because it's behind other stuff). Unfortunately this means if you can see through the model the display is wrong. Your model is all considered to be transparent as it's got a transparent shader on it, whether you can actually see through it or not.
I'd recommend making a second opaque shader and applying that to the parts of the model that don't need transparency. You might have to separate out the windows to a different model to get the display to work better. This approach is better for games anyway as they have the same problems.
CGTalk Moderation
09-03-2005, 11:26 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.