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Modo vertex normal woes.

polycounter lvl 13
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Fwap polycounter lvl 13
I'm trying to wrap my head around a concept in Modo, and see if there's a more pleasant way to do it. 

Here i have 2 objects, one a duplicate of the other.
One mesh is left at default after a bevel operation, you can see the vertex aren't quite enjoying themselves.
The one on the right has the normals cleaned up using the normal toolkit.

This is all fine and dandy, i generally wouldn't expect anything left, the computer thought to do something one way, and i corrected it.
The problem comes from the way Modo handles this change in vertex normals, it's stored into a map, so as soon as manually calculate the vertex normals Modo loses the ability to automatically produce new vertex normals, or new directions at least, so if i do another modeling operation on this mesh the normals would just inherit the some value from the map which is going to be incorrect. 

Is this feature set in stone? It's just the way it is?
Or is there an alternative that lets me modify vertex normals, and then continue on making changes to the model and not have to recalculate every time?



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