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Author Topic: Odd (To Me) Behavior Of Normals  (Read 5542 times)

Old Codger

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Odd (To Me) Behavior Of Normals
« on: November 09, 2020, 05:22:37 pm »

OK so I am building a SciFi thingy and I want to have a geodesic dome on a planetary surface somewhere. Anim8or will let me build a geodesic type sphere and I can easily cut half off of it. Neat and it looks pretty good.

But then I notice that the resulting mesh is not only symmetrical in "Y" but in "X" and/or "Z" as well. Very nice. I want to add "girders" at the edges of all the faces. So the lazy part of me says "We'll simply keep lopping off half of the mesh until we have a quarter dome. Then we'll put little girders at the edges of the faces and when we have the girders lined up okay, then after a couple of 'mirror' and 'join solids' operations we'll be back to a nice full dome without having had to make all those extra girder thingies." That was the plan so - purely for grins and giggles, I cut away half of a geo sphere and then cut away half of the resulting dome. Then I mirror what is left and join solids. OOPS!!! The normals on the mirrored half are obviously wrong.

What is going on?
I have attached rendered images of the dome at various stages. The file names are fairly self explanatory. The two "mir" images are pre and post "join solids" operation.
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johnar

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Re: Odd (To Me) Behavior Of Normals
« Reply #1 on: November 10, 2020, 01:14:36 am »

Hey Old codger.

In object EDIT mode, drag=select the half sphere.
 Now find the INSET button on left toolbar. * (Shift-I)
 Left click on selected half sphere and drag a little to change width of 'girders' (?)
 If that's what you mean by girders.

Edit: If you're happy with that, then i have another suggestion.
 Before creating the girders, (inset tool) hit your selected half sphere using the Shell button. (shortcut 'u')

 That'll give your dome some body.
 Try using shell tool 'after' the 'inset' tool, for a different, perhaps interesting, result.
« Last Edit: November 10, 2020, 01:30:12 am by johnar »
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ENSONIQ5

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Re: Odd (To Me) Behavior Of Normals
« Reply #2 on: November 10, 2020, 01:29:40 am »

Old Codger, there's one more step required after joining the solids.  You'll need to select just the points that are concurrent in both halves, and Edit > Merge Points.  Depending on the size of the sphere you might need to change the merge value, since the points are concurrent going small (eg. .001) should work without dragging non-concurrent points together.  Merging the points will restore the uniformity of the mesh, otherwise even though two dome halves have been joined into one solid they will still be separate meshes.
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Steve

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Re: Odd (To Me) Behavior Of Normals
« Reply #3 on: November 10, 2020, 08:14:23 am »

You can also use the clay viewing mode from the top toolbar  to help you see which way the polygons are facing.
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Old Codger

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Re: Odd (To Me) Behavior Of Normals
« Reply #4 on: November 11, 2020, 04:50:48 pm »

Thanks for the help, guys. ENSONIQ5 told me exactly what I needed to know. Specifically when he wrote, "even though two dome halves have been joined into one solid they will still be separate meshes." (emphasis mine, OC) I did what ENSONIQ5 suggested and VOILA (excuse my French ;) ) the normals are now correct. Never realized that I could have a single "solid" consisting of 2 meshes.

johnar, I'm going to have to play around with your suggestions a bit. Not sure I get what you're saying. What I would ultimately like to do is create a transparent SciFy type geodesic dome with visible girders (triangular cross section with a max of 6 points, 9 vertices and 5 polys per "girder. The girders will overlay the vertices of the main dome. The reason I want to work from 1 quarter of the final dome is because I did something similar MANY years ago and while I have forgotten the details (plus IIRC I was working in a GMAX-based modeler called Flight Simulator Design Studio which did things very differently but which was optimized for modelling airplanes and scenery) but I do recall how much fun it was putting the girders in place. For these girders I'll start with a triangle and extrude it to make a triangular girder. Alternatively I might try faking it by using a transparency map. One thing about being retired and (now) medically home-bound is that I have LOTS of time to experiment. When I get it somewhat ready to show, I'll post some scene renders somewhere.

I want to make this stuff usable for a buddy (who lives half a continent away) who does a web comic. My goal is to become able to make props, buildings and vehicles for him to use to compose scenes in Daz Studio. I dropped some coin upgrading my ancient Dell Optiplex 660 into a somewhat graphics capable system. The basic microP was okay but I doubled the RAM to 16GB (twice what Dell says it can use but online sources said it would work), added a 3TB HDD (in addition to the stock 1TB and dropped in a 256-bit graphics card with 4GB of VRAM which shows up at #5 for value in the top 10 most popular graphics cards (my buddy has 32GB on his system and a graphics card that needs to be liquid cooled). None of that was cheap.

Eventually I may move on to Hexagon for modelling. Maybe. Maybe not. If I can achieve usable results which look good in Daz Studio using Anim8or I might just stay with it.

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johnar

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Re: Odd (To Me) Behavior Of Normals,
« Reply #5 on: November 12, 2020, 04:19:38 am »


Not perhaps a geodesic dome, but a dome none the less.
 Did this one quickly, as described above.
 Not what you're after, but might inspire an alternative to cutting and joining solids.
 Just a thought, anim8or has some pretty cool modelling tools, and a reputation as one of the easier modellers to use. 

 
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Old Codger

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Re: Odd (To Me) Behavior Of Normals
« Reply #6 on: November 12, 2020, 12:20:49 pm »

Actually noodling with your suggestion now, johnar. Early results are encouraging. I just have to figure out how to apply one material to the "girders" and a different material to the transparent panels in between. I also want to play with the "shell" command/function. It could presumably help me build the fuselage for an attack craft I have in my mind's eye.

BTW, I do not know what the rules are but it would be a whole lot more efficient if you and I could take this conversation private - i.e. into email. If you're amenable it would help. Certainly speed things up. No sense cluttering up the community board with my little issues.

What do you think?
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johnar

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Re: Odd (To Me) Behavior Of Normals
« Reply #7 on: November 13, 2020, 01:23:42 am »

Quote
No sense cluttering up the community board with my little issues.

 Not so. The community board is made for asking questions, and discussions etc can be helpful for more people than the person asking the question. For example, 200 views on your 'Possibly Dumb Questions' thread. Of those 200, there's a good chance that others have wondered about the same issue.
 The anim8or 'community' can be really helpful, and eager to do so.
 I know some things about some things, and near nothing about others. Asking questions here will receive a greater breadth of insights, ideas and experiences etc..

 Another truth here is that i live at the end of a valley in the south island of new zealand, where mobile internet is not only expensive, but can have dodgey reception at the worst possible times. I rarely check emails, (once or twice a week), but visit here every time i go online, so this is probably the easiest and most efficient way to communicate.
 
I don't have instant messaging or anything like that.Yes, i'm an old codger too.


 BTW. to add different materials to different parts of a model, go to object edit mode, select the material you want to apply, then select the faces which you would like to add that material to, and click 'apply'.
 Really easy, and don't forget about the anim8or manual as well.
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Old Codger

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Re: Odd (To Me) Behavior Of Normals
« Reply #8 on: November 13, 2020, 01:12:55 pm »

Okay, John. Thanks for the help. Sometimes I forget we aren't all Americans living in big cities (2 million+ in the metroplex here and growing) with high speed internet at our fingertips. Oh, and you are NOT my first Kiwi buddy. Used to correspond with another years ago.
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ENSONIQ5

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Re: Odd (To Me) Behavior Of Normals
« Reply #9 on: November 15, 2020, 05:56:44 am »

I've made a few domes with Anim8or, below is a way I've found that does a reasonably good job for smallish domes.  It's not strictly geodesic but has a regular appearance.  If the empty faces should be filled with 'glass' I would create a copy of the object at the third stage below, slightly reduce the size, give it a transparent material and overlay it with the 'frame' object.

This modelling technique doesn't give a triangular cross section of the frame elements, that could be simulated by (painstakingly) selecting the 'centreline' nodes in each frame segment and increasing the scale.

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Old Codger

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Re: Odd (To Me) Behavior Of Normals
« Reply #10 on: November 16, 2020, 10:05:31 am »

Thanks for the reply, ENSONIQ5. You can achieve the same effect by creating a sphere and using the sphere properties editor you can select the "geodesic" option with the number of "levels set to the max which is 6. At the same time you can center it around the main axes and define an initial diameter. A single smoothing produces something similar to your #6 (without the inset panes) except that the resulting sphere already has edges essentially cutting it in half vertically and horizontally making it ideal for reducing it down to a single 8th wedge, doing the work to produce structural elements with transparent panels between, then mirroring, joining solids and merging points to go from a quarter dome to a full one with normals acting as they should. Probably have to do some editing at the areas where you would be joining the mirrored parts. Oh, and after I saw Johnr's pix I immediately abandoned the whole "triangular girders" idea as being utterly impractical. But that was my first "solution" anyhow before Johnr pointed out the "inset" and "shell" tools.
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ENSONIQ5

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Re: Odd (To Me) Behavior Of Normals
« Reply #11 on: November 17, 2020, 04:42:35 am »

Using a geodesic sphere is a good solution, and as you say the topology lends itself to being easily bisected into halves, quarters etc.  I'm not a big fan of the irregularity of it though, starting with a polygonal primitive results in all 'panes' being identical.  But, like most things in Anim8or, there are multiple ways of achieving what you need :)
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