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BenCustomer
Hi kdv, would you mind giving a quick example of how to use .computeVertexNormals() ?
I have very little knowledge of coding, would it use an exec script node?
Have gotten as far as trying the below amateur attempt in an exec script without any luck:var obj = app.scene.getObjectByName(VARS[‘object_reference’]);
obj.computeVertexNormals()Thanks!
BenCustomerThanks Yuri,
That helped me get it working:1. Add all clones of object to clone_list
2. batch geometry of clone_list
3. Set a variable to the following using a create text node plugged into a get object node:
“object_x”
get length of clone_list
“_batch”Variable now points to the batched geo. Thanks!
BenCustomerHi Michael,
I’m working on a scene that sounds very similar to yours and came across the same issue – I’ve got an array of tiles and every other tile is flipped on an axis to create a kind of repeating symmetrical pattern. I found that the flipped tiles were shaded fine when separate, but when I batched them all every other tile was darker.In my case I found that when batched the flipped tiles took lighting info from the underside instead, so since my HDRI was darker underneath the tiles were receiving less light and appeared darker. I was able to solve it by switching the material to a simple emission, since shadows etc weren’t important in my case. I expect a uniform background light would also do the job.
I’m not sure how you could get them shaded correctly by directional lights etc though, is there any way to flip normals in verge?
BenCustomerYeah I agree, but unfortunately they’re not symmetrical. I was actually surprised the tops weren’t flipped to backfacing polys when I inverted on one axis. Verge must handle things a little differently (definitely not complaining in this case).
You’re right though I’ll need to keep an eye out for any odd rendering etc going forward..
BenCustomerThanks v much for the info. In the end I used the clone puzzle based on the link kdv sent and the tiles are flipped where needed by inverting scale on x/y axes. The repeated uv approach maybe could have worked but I ended up needing to specify a dynamic gap between tiles, so physical polys were easier to manage. Thanks again
BenCustomerWhat’s the process of renaming an app? I’m worried about breaking something by renaming the wrong file… Thanks
BenCustomerHi Yuri thanks for the reply. We need to keep the text editable via puzzles so have to keep them as text objects, and need the geometry to create a bevelled effect so haven’t been able to use a texture-based approach. Will see if we can find some other workaround, but would be great to see this feature added in future if ever possible. Thanks
BenCustomerThank you
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