[BUG?] Blender Circle got dark?

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daniel_nieto
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[BUG?] Blender Circle got dark?

Post by daniel_nieto » Tue May 22, 2007 4:20 pm

I really dont know if this is a Blendigo problem or Indigo, i'm using .7 stable, and blendigo v7T7 Beta 2c, but when i try a transparent material with a circle i got a very dark material, and the less vertices the circle have the less darker it turns... let me show you this:

the all tree models are from a circle but the one above is 4 vertices, the second like 16 and the third is 32, as you can see, it goes darker, whats the problem here?
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joegiampaoli
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Post by joegiampaoli » Tue May 22, 2007 7:20 pm

Hmmmm, looks like normals problem, but maybe more vertices make SSS more complex in a way that maybe affects SSS scale?
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daniel_nieto
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Post by daniel_nieto » Wed May 23, 2007 12:07 am

normals are just fine, i checked 'em several times, and no one of the models are SSS... just transparent.

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suvakas
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Post by suvakas » Wed May 23, 2007 12:13 am

I've also seen this kind of thing happening.

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SmartDen
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Post by SmartDen » Wed May 23, 2007 12:16 am

Could you post a screenshot from Blender with normals enabled please? So i can maybe recognize the problem. But i would say it's a problem of normal smoothing. Try to add an Edge Split modifier.

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Kram1032
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Post by Kram1032 » Wed May 23, 2007 1:58 am

Isn't that energy-loss?
didn't know, that it's coming from complexity^^

Ok, maybe not.

Are all you vircles smoothed?
In that case, I don't think, it's normalsmoothing, as the lowest poly mesh with shrely the sharpest edges, has the lowest amount of darkening...

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CTZn
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Post by CTZn » Wed May 23, 2007 2:30 am

Can you export the geometry to obj &nd post it here please ?

Or maybe try that trick: export then reimport; if you post the mesh I may fix it, whatever the issue is...

But yes if the effect relies on vertices nimber, that must be related with normals somehow (or double faces maybe).
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zsouthboy
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Post by zsouthboy » Wed May 23, 2007 8:29 am

This is a normals problem.

Normals smoothing will take normal values for surrounding tris and interpolate across them - so if tri 1 is pointing 0 degrees, and tri 2 is pointing 180 degrees, past about the halfway point the model will "disappear" (because the normal isn't facing the camera.

The effect goes away if you add an edge-split modifier, or add more vertices so that there is less of an angle between one tris normal and its surrounding ones.

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Kram1032
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Post by Kram1032 » Wed May 23, 2007 8:53 am

but the HIGHERPOLY (=smoother) things have a STRONGER effect!!!!

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