How do I properly create a BW Checks plane?
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- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 3:17 am, edited 1 time in total.
The problem is, when you use a plane, this plane hasn´t any depth.
To make it clearer, try to imagine two checks are build from two black/white 3d cubes.
You will have 4 points on each cube which are sharing her vertices with the other cube.
When you create a plane on the same origin as the 4 points, you can´t know, which cube/color lies on the plane.
And that is the result you will see in your renderings.
The plane has it´s origin on x,y,z = 0,0,0, also your checks texture.
You have more options to solve this.
The first is to use a flat cube.
The second, move the vertices of the plane a little bit in the hight, let the mesh center at 0,0,0, and use the world as coordinate space.
The third, use a transform on the checks texture and move the center to a value different than 0.
face
To make it clearer, try to imagine two checks are build from two black/white 3d cubes.
You will have 4 points on each cube which are sharing her vertices with the other cube.
When you create a plane on the same origin as the 4 points, you can´t know, which cube/color lies on the plane.
And that is the result you will see in your renderings.
The plane has it´s origin on x,y,z = 0,0,0, also your checks texture.
You have more options to solve this.
The first is to use a flat cube.
The second, move the vertices of the plane a little bit in the hight, let the mesh center at 0,0,0, and use the world as coordinate space.
The third, use a transform on the checks texture and move the center to a value different than 0.
face
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http://vimeo.com/user2509578