Summary

Title:Viewport hair normals facing the wrong way?
Category:Other
Status:Open
Posted By:baothebuff ( )
Date Created:25 October 2015

Problem

Description:

The polygon viewport hair display normals seems to be facing the wrong way.  When I crank up the max viewport hair facing camera to 10000, all my viewport hairs disappear when backfacing is checked off. When it's checked on, lighting looks wrong.  I just use a sphere with hair as a test and comb the hairs down.

 

Thanks,

Tom

Steps to Reproduce:

This is the lastest V4 release by the way.  

Do you mind posting a screen grab of what you mean? I just tried setting view count to 10000 and this is what i got. Lighting looks OK to me. We did fix an issue with viewport display in 4.1.1 however.


Attached Files:
Image 1

Marsel Khadiyev (Software Developer, EPHERE Inc.)

With backface culling on, the hair completely disappears, indicating the normals are facing the wrong way.  With backface on, the strands reappear but lighting is off.  If you look in the shadow area, for the billboard it's bright instead of dark because it's using the reversed normals for light calculation which is facing towards the light instead of the correct normal, facing away from the light, producing incorrect results.  Max just use the same shading for both side when backface culling is off so it's super important the normal is correct for correct light calculation.  To see this better, you need to use one light instead of the default 2 light viewport max uses.  BTW the light is right above the ball in my example.  

 

- Tom


Attached Files:
Image 1Image 2

still there. 

Fixed in next build

Marsel Khadiyev (Software Developer, EPHERE Inc.)