| Project: | Primstar - Blender Scripts for Second Life Sculpties |
| Version: | 1.0.0 |
| Component: | Bake Sculptie |
| Category: | bug report |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | active |
Hi.I stumbled over this weird thing:
- The left glas is modelled by first creating an outline then rotating the outline by 360 degrees. I used 33 vertices in the outline and 32 steps for the spin. So the object is a perfect 32*32 face-mesh. The normals are made visible with size=0.2. Nothing special. That looks as expected.- I applied "sculptify" to it and baked the sculptmap. And then reimported it to blender (using image -> import as sculptie). The result is seen in the middle of the image. It is completely inside-out and for some reason the normals are all but normal to the faces. Why are they drawn so much larger ? the normals drawsize is still 0.2 ...- Now lets guess, primstar does not know which side of the sculpty is the correct outside. Apparently it does not take the original face normals into account. So i scale x to -1 which effectively mirrors the sculpty. Now the inside out effect is gone (right most image), but the strange "unnormal normals" remain. Is that normal ?
How can that be explained ? Is it a bug in blender ? Does primstar calculate the normals itself ? Is there a bug in primstar ? What do i see here ? The blend file is attached.Any ideas around ?
Comments
#1
same kind of problem if you spin a face....try this: make a rectangle from a basic cube by scaling. Now select one of the faces and spin it 90 degrees in a number of steps. Turn on the dispaly of nomrmals. All normals of the rounded edge will look as if they are some kind of almost tangent instead of perpendicular to the face. Rendering the face looks crappy because of the wrong normals.
#2
As to the inverted normals, it probably depends on in which order you drew the outline and/or which direction you spun it.
As to the oversized and non-perpendicular normals, those are apparently calculated before scaling is applied. In Object mode, press the [N] key to open the Transform Properties window. The Scale values are probably much greater than 1.000, moreso in the Z. Press Ctrl-A and select "Scale and Rotation to ObData", which should fix the odd-looking normals.
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