DTS shades and vertex normals (exporting from 3DS MAX)
by Frantisek Chmelar · in Technical Issues · 04/13/2007 (12:49 pm) · 2 replies
Hello,
A beginner's question: I simply cannot create DTS shape with sharp edges.
No matter what I do, wrong shades are all over the shape. Imagine a box mesh with all faces set to one smoothing group and shades trying to make it look like a sphere. That's what I get.
I create box in 3DS Max. Then I explode it into elements. This breaks the box into 6 separate elements and splits every vertex into three new vertexes. I learned that Torque works with vertex normals, but the explode function changes even the vertex normals the way I need (at least the normals are displayed correctly in Max).
Then I export the box and... the ShowTool shows me the "spheric" looking wrong shaded box again.
Do I have to set something in *.cfg or do something else? I tried the latest DTS exporter version I found. Same problem.
A beginner's question: I simply cannot create DTS shape with sharp edges.
No matter what I do, wrong shades are all over the shape. Imagine a box mesh with all faces set to one smoothing group and shades trying to make it look like a sphere. That's what I get.
I create box in 3DS Max. Then I explode it into elements. This breaks the box into 6 separate elements and splits every vertex into three new vertexes. I learned that Torque works with vertex normals, but the explode function changes even the vertex normals the way I need (at least the normals are displayed correctly in Max).
Then I export the box and... the ShowTool shows me the "spheric" looking wrong shaded box again.
Do I have to set something in *.cfg or do something else? I tried the latest DTS exporter version I found. Same problem.
#2
I was used to engines, which derive smoothing strictly from the geometry (disconected parts = edge, connected parts = smooth shadow). I see torque shows smooth shadow even over disconecned parts, if there is the same smoothing group (and the edge vertices overlap).
04/14/2007 (6:30 am)
AHA! It solved my problem. Thanks a lot for a quick response. I was used to engines, which derive smoothing strictly from the geometry (disconected parts = edge, connected parts = smooth shadow). I see torque shows smooth shadow even over disconecned parts, if there is the same smoothing group (and the edge vertices overlap).
Torque Owner Thak
Afaik Torque treats no smoothing groups as one smoothing group. To get the desired effect create diffrent smoothing groups where you want the seams. Test it by making a simple box and giving each face a diffrent smoothing group and export.