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10-07-2012, 09:11 PM   #226
Creck
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well dave, I have solved a problem about normals which was mentioned above, just turned on "Two sided lighting" .... what does "Two sided lighting" exactly mean ? may it influence final render ?
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10-07-2012, 09:13 PM   #227
stwert
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No, 2-sided lighting only affects what is seen in the viewport. If it is off, it allows you to see where the normals are facing the wrong way. If it is on, it allows the shader to work (and so make the geometry visible) on both sides of the faces.
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10-07-2012, 09:48 PM   #228
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thanks stwert, but I still cant get it into my head how the normals works well with default and high quality rendering but once I choose Viewport 2.0 it come across as the normals are reversed...
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10-07-2012, 10:11 PM   #229
stwert
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It's possible that it just appears that the normals are okay, but some viewport modes show them as reversed, which is how they are.
The lighting and viewport modes should not affect any normals. But some faces may show up looking fine, especially if 2-sided lighting is on. To see how the normals actually are, select your object and go Display > polygons > Face normals, and green lines will show you which way the normals actually are. Hope that helps.
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10-07-2012, 11:00 PM   #230
ctbram
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yes use the display polygon normals to see the actual way the normals are facing. You may just be having a viewport 2.0 display bug.
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10-07-2012, 11:23 PM   #231
Creck
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As you wrote Rick, it looks like a display bug as the way of normals is right ...
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11-07-2012, 05:09 AM   #232
PixalZA
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Creck, are the objects that are being displayed black part of a group?
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11-07-2012, 08:10 AM   #233
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Yes PixalZA
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11-07-2012, 09:04 AM   #234
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Try the following. Ungroup the objects and then do a freeze trandsformation on the ones that are displayed in black and see if you get a warning about the opposite attribute being set. If you do, go into the renderstats of the shape, unselect "double sided', unselect "opposite" and then reselect double sided. Lastly, reverse the normals.
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