"yesbird" <nomail@nomail> wrote:
> I will play with vertex order as Tor suggested, but please take into account
> that effect is mostly visible on high elevation (along the vertical axis).
One of the easiest things to do when looking for "wrong" surface normals is to
use an interior_texture {} which will color the opposite face of the triangles a
different color. Then you don't have to even look at the code - just look at
the triangles in the render.
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