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Normal Map: Meshes projecting into eachother

polycounter lvl 12
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daniellooartist polycounter lvl 12
Hello everyone. I'm having trouble understanding how to get around meshes projecting onto eachother. I have seen other people ask this on the forum and the answer is to...

"explode" the mesh.
Make the cage cover everything


That does solve the problem and I'm grateful that it works, however I have to move each shell from here to the ends of the universe in order for the rays not to project onto each other. In other words, I move all my shells by some disgustingly high number like 5,000 x 5000 x5000 units apart from each other until the rays no longer project onto the meshes they are supposed to use. When explaining this to other people, they say that if there is any problem at all, then your cage must be wrong. We never figured out exactly what was wrong with my cage, but we just determined I was doing SOMETHING wrong.

To find out what said something was, I set up a scene with a blank scene with a sphere next to a cylinder. I simply duplicated the mesh and scaled it up for the cage (so now I know the cage isn't the problem) and projected my mesh. The meshes still projected onto each other, thus debunking the idea that a perfect cage eliminates the need for exploding geometry. Right? Well, not quite.

I thought part of the problem was the fact they were separate objects. I combined the sphere and the cylinder on the high poly, low poly and cage level. The normal maps still projected onto each other BUT it does not show up on the normal map. Why is there no error on the normal map but it's abundantly clear that the objects projected onto each other in the veiwport?

*cylinder projecting onto sphere
dwpfGRJ.png

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