When I import a some OBJs the triangle's normals look 'rough.' I have enabled smooth but no affect.
I'm sure this topic has been discussed before so any redirections will be helpfull.
I have attached an example screen.
Seb
Strange triangulation problem
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- SebastianJW
- Posts: 46
- Joined: Sun May 08, 2011 11:33 am
Looks like you have normals that are facing the wrong direction. Make sure that they are all pointing outward.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
- SebastianJW
- Posts: 46
- Joined: Sun May 08, 2011 11:33 am
- SebastianJW
- Posts: 46
- Joined: Sun May 08, 2011 11:33 am
It's a low poly version - if I divide it it'll look neater.
I didn't intend to be rude, infact my only initial thoughts were that it was a normal problem aswell but if I unified, flipped, or made any changes to normals the results were the same.
When I imported the model into my 3d app it was massive (10x standard grid size) thus the problem.
I didn't intend to be rude, infact my only initial thoughts were that it was a normal problem aswell but if I unified, flipped, or made any changes to normals the results were the same.
When I imported the model into my 3d app it was massive (10x standard grid size) thus the problem.
WIN XP, 3.40 GHz, 2GB & GTX 460 2GB
Try playing with the ray epsilon, to avoid shadow artifacts at the terminators.SebastianJW wrote:It's a low poly version - if I divide it it'll look neater.
I didn't intend to be rude, infact my only initial thoughts were that it was a normal problem aswell but if I unified, flipped, or made any changes to normals the results were the same.
When I imported the model into my 3d app it was massive (10x standard grid size) thus the problem.
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra