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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)

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Subject: inverted normals in poser 4 from raydream


Treewarden ( ) posted Wed, 15 May 2002 at 5:26 PM · edited Sun, 02 February 2025 at 4:44 PM

I am getting inverted normals on props that I have built in raydream. I have figured out that I cannot duplicate an object with symmetry without the side that renders being on the inside or wrong side of the model. I worked around this by importing these parts of the model separately and clicking flip normals. I the problem is that any object I do a boolean operation to in raydream imports into poser with some normals inside and some normals outside. The flip normals on import only switches the normals to the opposite value. I am using wavefront.obj format to import/export. Will UV mapper pro help with this? Is there anything else I can do in raydream to fix this? Regards and Thanks


dan whiteside ( ) posted Thu, 16 May 2002 at 2:28 PM

Interestingly, Poser doesn't use external normals - it always creats it's own. If raydream allows it don't even export them cause they just waste file space.
If you have a hole it's probably an empty polygon. It's been a long time since I've used RDS but I think there's a Fill Polygon command that should fix this.
If it's black or has some other weirdness sounds like a fliped polygon. In this case you need to do an Empty Polygon then the Fill Polygon. But if you have a lot of "bad" polygons this can be a real nightmare!
I don't have UVM Pro (still wating on the Mac version) but it has a lot of features for fixing problem polygons. Certainly worth giving the demo a try.
HTH - Dan


bloodsong ( ) posted Thu, 16 May 2002 at 5:01 PM

Attached Link: http://www.3dmenagerie.com/index-goo.htm

heyas; if you select the polygons in the mfm, you can tell it to use inverse normals. ummm... i forget what the menu is called, but it's like slightly right of center. this option is near the bottom of the menu. i think it only works if the part you're trying to invert is one object. like if you double-click on a vertex to get all the connected mesh. if you've already welded it, i don't think you can do this. yeah, it's coming back to me now, i think it's polymesh:use reverse normals. if you turn that on, it changes to read 'use standard normals,' so you can switch it back. the funny thing is, sometimes 'standard' normals coming out of ray dream are backwards, and sometimes 'inverse' normals are. it's not predictible. actually, if you mirror the bit, tell the new half to flip normals, then weld, it might make the normals half-messed-up anyway. i THINK it has to do with the vertex order of the polygons. clockwise face out, counter-clockwise face in or some such. if you're using booleans, you're VERY brave! :) if it's only part of the model, or a few inverted polygons here and there, you can use the grouping tool to fix them. select the backwards polys, and then use the 'reverse group normals.' i think there's a tutorial on my site about using the grouper to fix abnormals, try that out.


Treewarden ( ) posted Sat, 18 May 2002 at 10:19 AM

Thanks, Your suggestions have opened some doors and I have been able to fix the problem. (Of course there was nothing pleasant about fixing it!)


bloodsong ( ) posted Sat, 18 May 2002 at 5:44 PM

great :) except the unpleasant part ;)


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