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Glass problem?!


komyali
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I have two windows same tickness different shape, same material. One is creating problem, when polygons are flipped normal (bright red) they are rendered dark like they are flipped on wrong side. when I flip it it is ok... Can I leave geometry flipped? when I convert this window to mesh, and then on normal window(editable poly) attach it again, polygons came to normal and everything is ok, but it is big proces for this my building.

1.png

render.jpg

left selected normal.jpg

Edited by komyali
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It renders differently because the normals are flipped. The render engine needs to know whether it is tracing in to a material, or out of a material. This is why it's so important to make sure all your normals are facing outwards.

 

I don't understand why you would want flipped normals on glass, could you elaborate?

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It renders differently because the normals are flipped. The render engine needs to know whether it is tracing in to a material, or out of a material. This is why it's so important to make sure all your normals are facing outwards.

 

I don't understand why you would want flipped normals on glass, could you elaborate?

You didnt understand, look pictures again, normals are ok they are facing outwards but they are rendering like they are inwards... so I flipped inwards and renrer is ok... is it going to create me later problem on animation I dont know...

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I would definitely reset xform on all of them and do a edit mesh->edit poly->edit mesh convert combo (this usually does the trick when I have issues with normals)

Tried, not working, I lost two hours last night and array again all new 4000 glasses... Now there is no problem, but definetly I will not use mirror never again till Autodesk doesnt solve this problem...

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