jestmart opened this issue on Feb 21, 2005 ยท 9 posts
jestmart posted Mon, 21 February 2005 at 2:24 AM
Based on the behavoir I noticed of renders done in DAZ Studio using a model made with Blender, I believe the normals are not being set right. I brought this up in another forum and recieved a reply confirming this, however no one seems to concerned about it. Is there a fix or work around that I don't no about. UVMapper Pro appears to fix the problem when I use Normal/Smoothing tool but the demo doesn't allow saving the model so I have no way to confirm whether the fix is a fix. Can any one help me?
ysvry posted Mon, 21 February 2005 at 10:37 AM
u did try the ctrl n recalculate normals option?
jestmart posted Mon, 21 February 2005 at 10:42 PM
It is not a matter of them being turned wrong, it is that they are not being set perpendicular to the face. I was testing reflections in DAZ and this is the only explaination for the results I was getting. It may be messed up by the new feature that Blender has to control the directions of the normal by using color displacement maps.
dhenton1000 posted Tue, 22 February 2005 at 1:00 PM
Can you post a picture showing the problem? I know that OBJ output from Blender is sometimes an issue for normals.
jestmart posted Wed, 23 February 2005 at 10:20 PM
jestmart posted Wed, 23 February 2005 at 10:22 PM
jestmart posted Wed, 23 February 2005 at 10:26 PM
jestmart posted Wed, 23 February 2005 at 10:30 PM
Message edited on: 02/23/2005 22:37
dhenton1000 posted Thu, 24 February 2005 at 8:03 AM
Take a look at poseray instead of UVMapper http://user.txcyber.com/~sgalls/ I had this same problem and use Poseray to fix it. Poser auto smooths everything, so to get a straight edge you have to split the vertices, which pose ray does. I'm pretty sure that the default obj export on blender would bring out the proper smoothing, but poser won't recognize the flat regions. HTH