[BUG REQ] Bidir Bugs

Feature requests, bug reports and related discussion
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deltaepsylon
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Post by deltaepsylon » Sat Aug 25, 2007 7:48 am

the appearance of the normals has nothing to do with how indigo will render it.

Sebastian: go to edit mode, select all and press ctrl-N to recalc the normals, then try it again.
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Sebastian
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Post by Sebastian » Sun Aug 26, 2007 11:04 am

I tried all, the Normals are in the right direction and the length of them depends on the face of the face xxxD.

mrCarnivore
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Post by mrCarnivore » Mon Aug 27, 2007 7:20 pm

The length of the normals _does_ depend on the size of the face, but you can set the factor between those two in blender...

A factor of 0.1 or even 0.01 seems to be good for most cases iirc.

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deltaepsylon
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Post by deltaepsylon » Mon Aug 27, 2007 9:54 pm

mrCarnivore: i wasnt arguing that, just that the normals in blender could be .1 units or 12 units, as long as they pointed in the right direction it wouldn't matter to indigo.
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DaveC
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Post by DaveC » Tue Aug 28, 2007 12:07 am

Just a quick point on normals in blender. When you select draw normals for an object in blender, the length of the normals has nothing to do with the size of the face. A normal is a direction. It has no length.

The length of the line drawn to represent the normal is proportionate to the scale of the entire object, not the individual faces.

Make a plane and subdivide into irregularly sized faces, draw normals. Now scale the object down in object mode. View the normals again, they've shrunk. Apply the scale in object mode with ctrl+a and view the normals again. They're back to their original size.

The length in blender also has no influence or effect in indigo. It is simply so that you can see where the normals are facing in blender.
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mrCarnivore
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Post by mrCarnivore » Tue Aug 28, 2007 1:56 am

deltaepsylon wrote:mrCarnivore: i wasnt arguing that, just that the normals in blender could be .1 units or 12 units, as long as they pointed in the right direction it wouldn't matter to indigo.
My post wasn't intended for you, but for Sebastian.

To clear things up: You are right, the length of the normals does not have any influence on the render (never said otherwise), but with very long normals it can be very hard to see, if the normals are pointing in the right direction, especially if you have geometry with "thickness"!

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CTZn
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Post by CTZn » Tue Aug 28, 2007 4:53 am

that was my point too.
obsolete asset

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Kram1032
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Post by Kram1032 » Tue Aug 28, 2007 5:41 am

and my point for smalling down the normals lengh ;)

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OnoSendai
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Post by OnoSendai » Tue Sep 04, 2007 5:24 am

Sebastian wrote:I don't know how I can Simplify this, i thougt the Bug was clear visible,

it's 1st the blend-null Material what still don't works


and second the Glaß-Material which has a stange Color....

Should I mark it ?
Hi Sebastian,
It's not so much a question of being able to see it,
but a question of having a nice simple scene that allows me to isolate and understand the bug.

So if you can simplify the scene, that would be good (e.g remove everything but the spider webs)

And on that note, can anyone else post a similar simple test scene? I know some other people have had this problem (Zom-B?)

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