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View Full Version : How do Refined Normals work?


Wegg
08-28-2003, 05:56 PM
I right click the model and turn them on. . . but I'll be damned if I can see the difference. . . or even figure out where I can tweak the settings.

And how do you turn on porcelain in 10.5?

JTalbotski
08-28-2003, 06:25 PM
I think the term is (or is supposed to be) "refind normals". I don't think the normals have become very refined.:)


If you were thinking of trying the bias normals, I believe they are the standard way A:M uses normals if you have v10 or up, so you won't actually have to turn them on. There aren't any icons in the toolbar by default for the 2 types of normals. But if you go to the customize pulldown and click on the commands tab, then click on the tools categorie, you will see 2 icons with pink lines coming from green dots. They are the bias normal and perpendicular normal icons which you can drag to your toolbar. They don't make a great difference between each other but bias normals does help in certain instances.

Porcelain is still a material that you can find on the CD. You can now drag it to a model or a group. I usually set the strength of porcelain to zero in the materials list.

Jim

Wegg
08-28-2003, 06:29 PM
OOooo. . . doh

Don't I feel like a goober.

Thanks.

pdaley
08-28-2003, 06:36 PM
If you use porcelain you will probably end up using 'refind normals' also. I've had spots, especially around 5 pointers, where porcelain looks bad, but after refinding my normals, it's ok again.

Wegg
08-28-2003, 06:58 PM
Well as long as all the normals are facing out. . . I think its ok. AM seems to have a hard time pointing 5 pointers in the right direction.

pdaley
08-28-2003, 07:38 PM
Not actually that simple. There is a fair amount of normal flipping with the use of porcelain. Without it, 5 pointers turn black. However, even after you do that, you may still need to refind normals to get things to smooth out.

This was a few revisions ago when I had this prob, so I don't actually now if it's better now.

Wegg
08-28-2003, 09:17 PM
Yea your right. . . re-finding all the normals helps out your 5s a lot. . . even if you do have them pointing in the right direction.

Thanks for the tip!

John Keates
08-29-2003, 03:10 PM
I find that the best thing is to refind normals - then flip any rogues, then if things look odd you can make them right by just adding some geometry.

Sometimes if you have a load of 5p patches and hooks then re-finding normals will skrew things up.

JTalbotski
08-29-2003, 05:13 PM
Bill Y. at Anzovin told me that if you have 5 point patch problems with porcelain, you should flip the wrong-facing normals, save the model/project, close the project then open it again and the offending patches will be fixed. It seems to work whenever I've tried it.

John Keates
08-29-2003, 08:57 PM
Yes, that works also but more recently I have found that just adding a CP then doing rmb to cancell will do the job. Saves a bit of time but since we are all used to saving all the time anyway there isn't much in it.

Bugle
08-29-2003, 09:31 PM
Hm, I had an ugly patch, tried refind normals and all 5 pointers went fugly. Go figure... ;/

Wegg
08-29-2003, 09:45 PM
Make sure the normals are all pointing out on everything. And when you have holes at the ends of things. . . like say you did a long tentical or something and left a tiny hole at the end. . . the finding patches sometimes messes up. Closing up the hole sometimes helped me.

John Keates
08-30-2003, 09:09 AM
Yep, closing holes helps. But remember that find normals needent be the last step and it often screws things up. Just use it to get the normals roughly in shape. Half-built models tend to confuse the normal finding so it is best to have a nice, well rounded model before you worry about porcilain. It is good to get the model smooth-ish without it anyway.

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