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Maya viewports and normals !

polycounter lvl 15
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Cathodeus polycounter lvl 15
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

  • Cathodeus
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    Cathodeus polycounter lvl 15
    Actually if i export my object as an obj than re import it ... It's fixed Inside both viewports !!!
  • pior
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    pior grand marshal polycounter
    The only truth is Display - Polygons - Face Normals ! (with the benefit of a mesh now seemingly being coated with funky green moss ! hehe)
  • Cathodeus
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    Cathodeus polycounter lvl 15
    This problem drove me crazy everytime i baked some face where inverted on the maps while they were ok into viewport ! Maya oh maya !:poly127:
  • equil
    are you sure you have backface culling turned on? by default the maya viewport renders both sides of every triangle.
  • artquest
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    artquest polycounter lvl 14
    equil wrote: »
    are you sure you have backface culling turned on? by default the maya viewport renders both sides of every triangle.

    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.
  • shaderfx
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    shaderfx polycounter lvl 9
    As Equil said, some of Maya's shaders will render both sides of the face (double sided) and so you won't notice the flipped faces until you use a shader that doesn't do this.

    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.
  • Cathodeus
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    Cathodeus polycounter lvl 15
    Yes backface culling was set to see just the correct side of the object . But as i told the bug happened only when i switched from Default viewport to 2.0. Maybe it's a radeon bug related ...

    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 ...
  • kronos01
    I had the same problem, in two separate cases. My fix, aside from checking Backface Culling:

    Click on the object > Attribute Editor > polySurfaceShape tab > Render Stats > turn off Double Sided.
  • cake eater
    For those people who Google this problem and end up here - I have just worked out the absolute fix for this.
    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.
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