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Op 07/10/2024 om 21:03 schreef MichaelJF:
> 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
A very straightforward way to correct normal orientations in a mesh is
with the help of Poseray:
https://sites.google.com/site/poseray/
very easy to use and free (!) ;-)
--
Thomas
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