Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
What I remember about normals is that they are calculated from some points on the surface and they deal with light and textures. If they point the wrong way, you will have problems with lighting. If you do opengl and directx graphics then you learn real quick how to do your points in the right sequence so you can see the surface.
I learned about normals quite a long time ago when i was still fiddeling with vector-graphics on a Sinclair-Spectrum computer. Normals is the direction in wich a surface is pointing seen from the observers point of view. If the surface is pointing more than 90 degrees away from the observer than it is being regarded as not visible. It is not completely the same, but it should give you an idea
Robert van der Veeke Basugasubasubasu Basugasubakuhaku Gasubakuhakuhaku!! "Better is the enemy of good enough." Dr. Mikoyan of the Mikoyan Gurevich Design Bureau.
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So what the heck i thought, nothing special, just a standard grey texture, yet it does not react to radiosity and gives the standard Bryce-shading.
So i rotated the object 180 degrees around his Z-axis, and rendered again, and hey there it is as you can see on the right picture.
It appears that the orientation of a object is important for true ambiance.
Robert van der Veeke Basugasubasubasu Basugasubakuhaku Gasubakuhakuhaku!! "Better is the enemy of good enough." Dr. Mikoyan of the Mikoyan Gurevich Design Bureau.