RobertJ opened this issue on Feb 17, 2003 ยท 6 posts
RobertJ posted Mon, 17 February 2003 at 3:37 PM
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.
TMGraphics posted Mon, 17 February 2003 at 4:17 PM
Maybe it has something to do with the 'normals' and which way they are facing on an object? Did you check whick way they were facing on each side of the right wall? Just Curious :> TMG
catlin_mc posted Tue, 18 February 2003 at 10:16 AM
Please explain, I keeps hearing folk talk of "normals". What are normals? Cheers Catlin
SevenOfEleven posted Tue, 18 February 2003 at 10:30 AM
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.
RobertJ posted Tue, 18 February 2003 at 11:44 AM
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.
TMGraphics posted Tue, 18 February 2003 at 4:37 PM
Yup thats it. If the normals are pointing inward, the you cant see the surface, unless it is really big and you are inside it :> If the normals are pointing outward (towards you) then they are rendered visible. Which modeling program do you use besides Bryce? Or is Bryce you main modeling program?