Hi Guys,
Do you know why sometime i got objects that have inverted normals into the viewport 2.0 while they're ok Inside the Default Quality viewport ...
Where is the truth ? Inside 2.0 or Inside old scholl default quality viewport ?
I don't know what to think ... Shoul i flip or not ...
Replies
It's a strange issue when switching back and forth between viewport 2.0 and default viewport. Not sure what the bug is or which one is correct. Like pior says you just gotta check the face normals.
It can be a pain in the butt to find out later, when you have done things like skinning and exporting
If you use the new Uber Shader in Maya (2013.5) you can disable the double sided lighting option.
i fixed it by exporting as obj and re importing all the objects. So it was not a modeling problem but really a display problem.
Thanks guys anyway.
Pior the normal were pointing on the right direction ... really really strange bug ...
Click on the object > Attribute Editor > polySurfaceShape tab > Render Stats > turn off Double Sided.
The reason it happens is because the normals had been reversed at the group level rather than at the object level.
To make this problem go away, all you need to do is reverse the normals on that GROUP again.
I've had this problem for many years and finally worked it out.
Not bad for my first post here, I literally signed up just to post this. Someone should inform Autodesk of this fix.