|
|
Am 07.10.2024 um 18:22 schrieb Bald Eagle:
> "Harry Peverell" <har### [at] 163com> wrote:
>
>> Does anyone know what might be causing this discrepancy? Any help would be much
>> appreciated!
>>
>> Harry
>
> As jr pointed out, it may be a result of surface normal "flipping".
>
> I would assign your texture to be something dark, and then add an
> interior_texture with a bright color and finish {emission 1}, then render a
> straight-down view in orthographic to see if you have any flipped triangles.
>
> You also have some dark areas near the center of the render, which is why I'm
> suggesting this specific approach.
>
> - BW
>
This should actually help to recognize flipped normals. I probably
wouldn't have had this brilliant idea...
But unfortunately, the diagnosis does not yet cure the disease and, as
far as I know, POV does not offer an option for this. With Blender,
however, you can display normals and there are several tools to invert them.
Since you are working with Blender anyway, you should repair the mesh
there and then export it to POV.
Best regards
Michael
Post a reply to this message
|
|