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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Thu Jun 25, 2009 9:05 pm Post subject: Normals?? |
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What in the world are normals? and how do I add them to an object made in Deled??
I have been having a problem with models I export to obj then to milkshape to export to dts for torque advanced. They turn out black unless I make the textures emit light.
Here is what I was told:
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Yea... it turns black in TGEA because they have no normals. |
I have no idea what he's talking about or how to fix it.
Any help? _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Thu Jun 25, 2009 9:18 pm Post subject: |
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normals are lines pointing out of every vertex, normals are used too say how light falls on an object. Image if you have 2 planes, with 1 edge connecting them and they are like a stair/step 90 degrees to each other.
if both vertices on the edge have 2 normals(total 4 normal) pointing perpendicular to the faces directions, you have a hard edge
you can also merge this 2 normals on one vertex though, by doing so the normal direction is 45degrees between both faces, and make the edge look smooth.
Normals are one of the fundamentals of 3D, and deled doesn't support changing them, they are always hard in deled (or do not exist at all)
but I can remember jeroen talking that deled did use normals. _________________ Chickens RULE | www.elementrix.nl |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Thu Jun 25, 2009 9:56 pm Post subject: |
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Thanks for a great explination. Now I know what they are, I just have to figure out how to fix my problem.
I'll show you how this looks:
In TGEA with textures emitting light.
In Torque 3D
Now, for another question:
In the obj exporter, there is a selection called normal. Inside it, I have several choices.
None
face
smooth
crease angle
Which one should I choose? I don't even know what they do. (eccept smooth. I think I can figure that one out)
Nevermind. I used smooth and it Works a treat. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Thu Jun 25, 2009 10:26 pm Post subject: |
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I think face is hard edges (each face has normals pointing the same direction)
smooth you know
can you enter a value under crease angle, that would mean that all the normals under or above a certain angle would be hard/soft _________________ Chickens RULE | www.elementrix.nl |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Thu Jun 25, 2009 10:27 pm Post subject: |
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hehe, we posted about the same time. Thanks. That explains the options.
You've been a great help. I'll learn all these tricks some day. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Thu Jun 25, 2009 10:29 pm Post subject: |
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no problem, Im always free to help anyone (though writing large tutorials is not my thing xD, let's keep it to forum posts:P) _________________ Chickens RULE | www.elementrix.nl |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Jun 27, 2009 12:12 pm Post subject: |
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Normals are per vertex data which state the direction the vertex is facing. It's used for all kinds of things; lighting being one of them.
I've been bugging J and PJ to fix that since 2004. _________________
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat Jun 27, 2009 9:02 pm Post subject: |
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It does need a little work. (at least triangulation does) _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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