After Weld(); the same lighting as before…

Software: Away3D 4.x

sentoplene, Newbie
Posted: 18 July 2013 04:08 PM   Total Posts: 25

Hi…

I got a model from the designer from Cinema4D, and it needs a Weld(); call because on the stitch the vertexNormals are different on shared vertices.

So far so good… the stitch is corrected (visually removed).

But when I sculpt the model without the Weld(); call, I get a really organic lighting and sculpting feeling…

After the Weld(); call I lose the organic lighting, for some reason… Anyone know why?

First image is without the Weld(); and with the pleasant lighting.

Other 2 images are after Weld(); without the sculpt feeling.

 

   

sentoplene, Newbie
Posted: 19 July 2013 08:11 AM   Total Posts: 25   [ # 1 ]

I figured out what it was… Weld(); will merge the vertexNormals, but also sets the autoDeriveVertexNormals to false…

Setting this to true will bring back the nice lighting during sculpting, but also brings back the stitch… ehhrr wink

Ok I get it… I remember that for the sculpting mechanism there was in the sphereGeometry some 1.5 normals along the stitch to get rid of the stitch? I will look into that, and see if that can be combined with the autoDeriveVertexNormals set to true.

   

sentoplene, Newbie
Posted: 19 July 2013 02:17 PM   Total Posts: 25   [ # 2 ]

Sorry, talking in myself…

But I ‘solved’ it with a toggle… so when I sculpt autoDeriveVertexNormals is set to true (incl. ugly stitch) and when the sculpting is done (mouseUp), I perform a Weld();

Works for now…

   
   

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