hi everyone i just Modified an mesh and now this happened
i am using blender can someone help me get rid of this reflection?
greetz Trekkie
i am using blender can someone help me get rid of this reflection?
greetz Trekkie
hi everyone i just Modified an mesh and now this happened
i am using blender can someone help me get rid of this reflection?
What you see is either specular or diffuse reflection of the material you use. You need to change the material properties in Blender for that, but don't ask me, which parameters in Blender have which effect in Orbiter.
Now the question is, what you want to see there.
i Fixed it!
but now im having this problem...
used an .obj file and converted to .msh everything showed good in Blender and now in orbiter its like this..
Looks like a meshgroup is missing, did it exist in the obj file?
hmm? what u mean by meshgroup? im still kind of new to meshes and blender :$
In orbiter, the meshes are made of meshgroups, which are made of triangles. A meshgroup can have only one material and one texture, so parts with different materials need to be different meshgroups.
Simple analogy. Imagine mesh as simplest plastic toy car. Body will be one meshgroup (no moving parts), while each wheel will be separate meshgroup. Each meshgroup consist of triangles. Each meshgroup can be assigned with only one material (most modern 3d modellers support multiple materials per meshgroup).
As for your problem:
Keep in mind that orbiter supports only triangle faces (polygons). I don't know how blender > msh export tool handles 4+ polygons. Also that missing part, if it's sigle meshgroup is looking pretty complicated. IIRC (can't confirm it right now) I had some problems with meshgroups containing more than 65k triangles (but that might be related to 3ds format I used at a time.
[rant]
While the modern modellers have great modelling tools compared to 90's, they obscure a lot of actual mesh creation details and knowledge, that's crucial for any realtime applications.
[/rant]
Looks like the outline of the Star Trek Voyager.
Orbiter can only use single sided surfaces. Double sided surfaces will be reduced to single sided, and the result may be what you are seeing.
Simple analogy. Imagine mesh as simplest plastic toy car. Body will be one meshgroup (no moving parts), while each wheel will be separate meshgroup. Each meshgroup consist of triangles. Each meshgroup can be assigned with only one material (most modern 3d modellers support multiple materials per meshgroup).
As for your problem:
Keep in mind that orbiter supports only triangle faces (polygons). I don't know how blender > msh export tool handles 4+ polygons. Also that missing part, if it's sigle meshgroup is looking pretty complicated. IIRC (can't confirm it right now) I had some problems with meshgroups containing more than 65k triangles (but that might be related to 3ds format I used at a time.
[rant]
While the modern modellers have great modelling tools compared to 90's, they obscure a lot of actual mesh creation details and knowledge, that's crucial for any realtime applications.
[/rant]
That would suggest that there's something wrong with the textures you're applying.i found out on another ship that when i add textures in blender it makes the ship invisible in orbiter but without textures its visible, any idea whats wrong with that?
That would suggest that there's something wrong with the textures you're applying.
Looks like your normals are inverted after all.
Normals are the line that goes through the face, perpenticular to it. But as it is 3D graphics and not plain mathematics, it is defined as a vector instead.
So, it has a direction, and that direction is used to calculate the side that is lit by the Sun.
And in case they're reversed, it indeed looks like the wrong side is being lit up.
In blender, for each object, go into Edit Mode and hit 'Recalculate Normals'. Then re-export the mesh and normally it should be fine.
Looks like your normals are inverted after all.
Normals are the line that goes through the face, perpenticular to it. But as it is 3D graphics and not plain mathematics, it is defined as a vector instead.
So, it has a direction, and that direction is used to calculate the side that is lit by the Sun.
And in case they're reversed, it indeed looks like the wrong side is being lit up.
In blender, for each object, go into Edit Mode and hit 'Recalculate Normals'. Then re-export the mesh and normally it should be fine.
it's on the left menu you can open and close by pressing T on the 3D View panel.