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My (or better my scene's) situation is as follows:
I have a room with some mirrors in it. When the camera is located above
the roof of the room, i cannot look in because of the roof. So i removed
the roof from the scene and everything looked pretty well at the first
glance. But at closer inspection the mirrors do not mirror the roof
anymore (because it has been removed).
Is there a possibility to enable backface-culling relative to some vector
(in my case the eyevector)? So i could look through the roof and it would
be mirrored correctly. If backface-culling is not the way to go, can i
assign different textures for each side of a triangle in a mesh? I tried
to duplicate the mesh with different triangle orientations and normals but
i've got some strange visual problems then.
Regards,
Jan
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> Is there a possibility to enable backface-culling relative to some
> vector (in my case the eyevector)? So i could look through the roof
No, backface culling is for polygon scan-conversion only. The effect you
want can be achieved by adding the "no_image" keyword to the roof
object. This lets you see through the roof but it will still cast
shadows (unless no_shadow is also used) and will still appear in
reflections (unless no_reflection is also used). Section 3.4.9.7 of the
manual describes it further.
Daniel
--
Now as he walked by the sea of Galilee, he saw Simon and Andrew his
brother casting a spam into the net: for they were phishers. And Jesus
said unto them, Come ye after me, and I will make you to become phishers
of men. And straightway they forsook their nets, and followed him.
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Daniel Hulme <pho### [at] isticorg> wrote:
> The effect you
> want can be achieved by adding the "no_image" keyword to the roof
> object.
Another possibility is to use interior_texture.
--
- Warp
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Great, thank you. It workes as expected (typo, Section 2.4.9.7).
I asked for backface culling because i'm using a mesh. The general case
could be called back pigment culling or something like that. Two sided
textures would be nice, too, because if i want the backside of the roof to
be semitransparent, i have to pass the no_image flag either to the
frontside or the backside depending on what side is visible. It is
possible in my roof example, but for more complex meshes or even csg
objects it can be quite difficult to achieve that result.
>> Is there a possibility to enable backface-culling relative to some
>> vector (in my case the eyevector)? So i could look through the roof
>
> No, backface culling is for polygon scan-conversion only. The effect you
> want can be achieved by adding the "no_image" keyword to the roof
> object. This lets you see through the roof but it will still cast
> shadows (unless no_shadow is also used) and will still appear in
> reflections (unless no_reflection is also used). Section 3.4.9.7 of the
> manual describes it further.
>
> Daniel
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> Another possibility is to use interior_texture.
Yes, that is a more general solution. I considered mentioning it in my
reply but if the roof is a closed mesh rather than just being a thin
tent shape it won't have the desired effect. In this case,
interior_texture won't suffice for what tahoma calls "backface textures"
either, and it would also be necessary to give the vertices on the top
and those on the bottom (of the roof) different textures (and
interior_texture s) too.
Daniel
--
Now as he walked by the sea of Galilee, he saw Simon and Andrew his
brother casting a spam into the net: for they were phishers. And Jesus
said unto them, Come ye after me, and I will make you to become phishers
of men. And straightway they forsook their nets, and followed him.
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