I'm currently working on several random ventures, one of which relies heavily on some exports I'm doing from VW into the .3ds and .fbx formats.
My query relates to how VW handles rendering and exporting the normals of a surface.
Most of my current exports come out looking like they are missing half their data. On further inspection it's just that the surfaces are inverted, often facing inwards of the object. Even some of the most basic cubes end up with half the sides facing out and half facing in.
Have any of you had success with;
A) Creating Double Normals, so that both sides of an object theoretical planar surfaces are rendered (yes double surface data I know).
B) Reversing Normals, to face them to the exterior of an object. (To push them outwards of a central point)
I have tried all the typical formats (.3ds .fbx .dwg .dae) and none of them have export settings relating to this data, nor is there any difference in the outcome.
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James Russell
Hey superstars of the VW forums,
I'm currently working on several random ventures, one of which relies heavily on some exports I'm doing from VW into the .3ds and .fbx formats.
My query relates to how VW handles rendering and exporting the normals of a surface.
Most of my current exports come out looking like they are missing half their data. On further inspection it's just that the surfaces are inverted, often facing inwards of the object. Even some of the most basic cubes end up with half the sides facing out and half facing in.
Have any of you had success with;
A) Creating Double Normals, so that both sides of an object theoretical planar surfaces are rendered (yes double surface data I know).
B) Reversing Normals, to face them to the exterior of an object. (To push them outwards of a central point)
I have tried all the typical formats (.3ds .fbx .dwg .dae) and none of them have export settings relating to this data, nor is there any difference in the outcome.
Hope you're all well.
J
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