NURBS and "broken" normals


#1

i’ve been converting my maya standard textures to mia_x textures but was noticing that there was inconsistency in my roughness and glossiness maps.
after scratching my head for a bit, i considered that maybe my normals were reversed on some patches.

well, i was sort of right: some of my patches has normals that were completely divorced from their mesh, like floating and centred in an area several units away from the surfaces.

good normals

bad normals
is there a way to fix this??


#2

You should uncheck “Skip Reflections On Inside” in the “Advanced Reflection” section of the mia_material_x nodes. This makes the gloss etc. independent from the surfaces normal direction.


#3

Looks to me that the patch on the left has inverted normals, and that the patch on the right has correct normals.

If that is the case you can simply do a reverse on the nurbs surface to flip the normals, from the nurbs menu. I don’t quite remember the name of this tool, might be “reverse surface direction” or something like that.


#4

Had to chime in cause I dont see too many Trek models in here :wink: nice!

for NURBS, “reverse surface direction” with default settings usually gets it. A fast way to hunt down flipped normals is to turn OFF two-sided lighting in your viewport.

Hope to see some updates in wip…