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Asked By | s-traut |
I’ve recently made a quick scene with some light tests, using GIProbes / directional light and some environment config.
And I’ve tried importing different mesh types into that scene, a voxel based one, which works perfectly fine, and another one with a more complex shape, and the shadows/lights looks wrong… It looks like the direction is wrong, maybe this is caused by my mesh itself, I don’t really know…
HI,
the shadow is just right.
The shading looks wrong. I would guess the normals of the mesh are inverted.
This often happens if you mirror meshes in a 3D editors.
klaas | 2021-07-21 19:24
Yeah, you just need to flip the Normals of certain faces in your 3d modelling software. You can visualise them as red and blue in blender in the view settings.
Snail0259 | 2021-07-22 12:07
Thank you for your quick answer.
Here’s how my mesh looks like in blender, normals doesn’t seems to be wrong to me, or am I missing something?
s-traut | 2021-07-22 14:09
Hi,
can you check the scaling? Some editors just invert the scale (-100%) to mirror.
Wich is technical correct but often results in odd behaviour in realtime rendering.
klaas | 2021-07-22 15:21
Blender scale export is 1:1
On my scene it’s also looking good, I don’t think the scaling is wrong
s-traut | 2021-07-22 16:04
How about checking it with a “normal shader”
make a new shader material:
shader_type spatial;
render_mode vertex_lighting, unshaded;
varying vec3 c;
void vertex() {
c.rgb = ((WORLD_MATRIX * vec4(NORMAL.rgb,0.0)).xyz /2.0 + 0.5);
}
void fragment(){
ALBEDO.rgb = abs(c);
}
This shows the “true” normals when rendering.
Compare it with a “normal” mesh thats looks alright with the same shader.
klaas | 2021-07-22 18:24
Thank for the advice, this helped me realize that it’s a problem with my scene and not the mesh itself, I’ve tried multiple obj files and they all have this shading problem at the same agnle…
I’m looking forward to find a solution, or maybe you guys can help me about this?
Thanks for the help!
Here how the two object normals renders with the shader
and here without the shader
s-traut | 2021-07-24 13:19