dziablo
Member
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[solved-had to export normals]weird shade
Hi, thing on screenshot(made ingame) was made from blocks like in minecraft. every block has same shade, shade rotates with the block. how to remove it?
(This post was last modified: 10-14-2013 06:38 PM by dziablo.)
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10-12-2013 05:14 PM |
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Pixel Perfect
Member
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RE: weird shade
Hi dziablo, I'm guessing that's a normal problem. Check the normals on your cube.
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10-12-2013 07:57 PM |
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dziablo
Member
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RE: weird shade
I dont understand what i have to check, can You explain more? Sorry im newbie :S
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10-13-2013 03:05 PM |
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dziablo
Member
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RE: weird shade
oh sorry forgot to mention its blender and i exported it to .obj
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10-13-2013 06:50 PM |
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gdalex
Member
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RE: weird shade
Do you have a feature in blender to set vertex's normal to its normal position ?
If the normal's orientation has been modified (smooth/blend) it modifies the reflexion/diffusion of the light
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10-13-2013 07:29 PM |
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dziablo
Member
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RE: weird shade
im not changing it to smooth/blend, in fact im only putting texture on cube that loads on start and exporting it to obj.
Now i made new project with world and cubes(not even texturing it) and it looks like this in world editor:
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10-13-2013 11:08 PM |
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gdalex
Member
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RE: weird shade
Can you please provide the .obj file ?
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10-13-2013 11:18 PM |
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dziablo
Member
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10-14-2013 10:29 AM |
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dziablo
Member
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RE: weird shade
ok so i downloaded alternative to blender "SketchUp" and reproduced the problem, then i found there oprion angle between normals and set it to ~90 and now it looks like it should, but where to find that option in blender?
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10-14-2013 05:51 PM |
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para
Member
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RE: weird shade
http://wiki.blender.org/index.php/Doc:2..../Smoothing
http://en.wikibooks.org/wiki/Blender_3D:...nd_Shading
.. basically it has to do with your vertices (if they are shared or separate) and how normals are calculated from them.. Try to set face/vertex normals in blender to fix it, or if you simply break the edges on your cube the "problem" should go away - that's what some 3D apps do when you apply auto-smooth/face-normals/smoothing-groups or whatever they like to call it, they split the edges of the mesh based on some criteria (face angle)
-edit: and as Seba pointed out, don't forget to export normals properly (always check first)
(This post was last modified: 10-14-2013 06:19 PM by para.)
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10-14-2013 06:16 PM |
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dziablo
Member
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RE: weird shade
Thank you for help and tips. Its all good now
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10-14-2013 06:37 PM |
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