Lights affecting the wrong faces...

mrfalken

10-04-2007 10:45:31

Hi! :)
I am importing some models from 3DSMax9 using oFusion, and I have a problem about lightning...seems like objects are affected by lights, from the opposed faces they are supposed to...I'll try to make myself clear, using some images:





White dots represents where the light is: as you can see, the opposed faces are exposed to light...

Please note, that I tried almost any settings, in the oFusion export window, and that I had to set "Flip Z" to have the bounding box corrected in my model.

Another clue: if I don't "flip" the Z axis, lights seems to be correct...*but*, view objects obviously disappear from my view, since bounding boxes goes out of the frustrum...

Any help would be *very* appreciated... ;)

Lioric

10-04-2007 16:23:21

Are you objects scaled? if they are, in max you need to reset the scale (make the current scale become the unit scale), or use the "rescaleNormals" method in your application when loading the entities

mrfalken

11-04-2007 09:15:59

Are you objects scaled?if they are, in max you need to reset the scale (make the current scale become the unit scale)


Ok, how do I do that ? :)
I've tried the reset transform and scale buttons under the hierarchy tab, but had no luck at all... :(
Tried also to collapse the modifier stack after that, but still no result!



or use the "rescaleNormals" method in your application when loading the entities


I can't find any method called "rescaleNormals" in the docs...if you mean "setNormaliseNormals(true)" in the entity, yes, I called that method...but the problem still persist...

bleubleu

24-04-2007 18:52:42

Same problem here.

After a few manipulations, I sometime end up with inverted normals and invalid bounding boxes. Even if I make sure all my transforms are null (0 translation, 0 rotation, 100% scaling) using the box trick and/or reset pivot.

Mat

bleubleu

24-04-2007 19:12:23

Here is a screenshot of a typical problem I have.

I have a car and an omni light. The normals are obviously inverted and the bounding box is also inverted on one axis. I can garantee you that all transform type-ins are set to zero.

The Y axis seems to be flipped. That often leads to invalid bounding boxes in Ogre.



Mat