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Thomas de Groot <tho### [at] degrootorg> wrote:
> 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
Thank you for the suggestion and the link to Poseray. I'll check it out and see
how it can assist with correcting normal orientations in the mesh. Appreciate
the help!
Harry
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