Double sided normal for meshlight

General questions about Indigo, the scene format, rendering etc...
Post Reply
8 posts • Page 1 of 1
User avatar
Jambert
Indigo 100
Posts: 545
Joined: Wed Jul 30, 2008 10:08 pm
Location: France, Lyon

Double sided normal for meshlight

Post by Jambert » Tue Sep 01, 2009 9:26 pm

Ono, would be nice to enable double sided normal on emiting material. Could be something enable or desable in exporter. For quite complex emiting mesh, the inside is dark and sometime it's realy hard to model :( . What do you think about it?

thanks

User avatar
benn
Posts: 1046
Joined: Mon Dec 08, 2008 12:47 pm
Location: Wellington, New Zealand
Contact:

Re: Double sided normal for meshlight

Post by benn » Wed Sep 02, 2009 8:59 am

Can you give an example of when it's too hard to create a double sided mesh?

User avatar
Jambert
Indigo 100
Posts: 545
Joined: Wed Jul 30, 2008 10:08 pm
Location: France, Lyon

Re: Double sided normal for meshlight

Post by Jambert » Wed Sep 02, 2009 10:15 am

Monkey with 2 subsurfs, it's a quite complex mesh. The inside is darkish when normal has one side.

thx
Attachments
im1251404515.png
im1251404515.png (424.44 KiB) Viewed 2166 times
im1251404514.png
im1251404514.png (412.82 KiB) Viewed 2167 times

User avatar
benn
Posts: 1046
Joined: Mon Dec 08, 2008 12:47 pm
Location: Wellington, New Zealand
Contact:

Re: Double sided normal for meshlight

Post by benn » Wed Sep 02, 2009 10:34 am

I just had a talk with nick about it and he says it is something reasonable to add to Indigo at some point. The problem is that there is a lot of code around how the materials emit light and it would take a lot of work to make the light emit in both directions in a configurable way. If we did the quick hack of making all materials emit in both directions, then it would half the speed of rendering since all area lights would shoot rays off in both directions (away from the scene AND into the scene).

So - short answer - yes, we are going to do it, but it won't be soon.

As a solution for now - does anyone know how someone would create a two sided suzanne mesh? You can't just scale it down because it's a concave shape.

User avatar
Jambert
Indigo 100
Posts: 545
Joined: Wed Jul 30, 2008 10:08 pm
Location: France, Lyon

Re: Double sided normal for meshlight

Post by Jambert » Wed Sep 02, 2009 11:01 am

No problem and thx for explanation.

I no longer need it, it just it could be useful sometimes :wink:

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Re: Double sided normal for meshlight

Post by Borgleader » Wed Sep 02, 2009 11:03 am

Stupid guess: Supperpose the mesh and flip normals on one of them?
benn hired a mercenary to kill my sig...

User avatar
Jambert
Indigo 100
Posts: 545
Joined: Wed Jul 30, 2008 10:08 pm
Location: France, Lyon

Re: Double sided normal for meshlight

Post by Jambert » Wed Sep 02, 2009 11:34 am

Borgleader wrote:Stupid guess: Supperpose the mesh and flip normals on one of them?
:mrgreen: I thaught it doesn't work and I didn't test :mrgreen:

Thanks

User avatar
Jambert
Indigo 100
Posts: 545
Joined: Wed Jul 30, 2008 10:08 pm
Location: France, Lyon

Re: Double sided normal for meshlight

Post by Jambert » Wed Sep 02, 2009 11:32 pm

Not so stupid in fact, your way Borg doesn't work with blended emitter using gradient map :wink:

(I did make test that's why I tried to model suzanne)

Post Reply
8 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 17 guests