General Category > Ongoing Anim8or Development
Changed to Older Releases [builds 1162 to 1230]
Steve:
ClassicTyler: Default OpenGL uses the normal of a triangle when lighting. If the normal is pointed away from the light it the diffuse and specular components are set to 0. So the backside of triangles only show the ambient component. Two sided lighting uses the negative of the normal (plus a potentially different color) for the backs of triangles.
The yellow and blue sides shown for selected faces in Point Edit mode are to make it easier to see what's happening. Sometimes a face can have it's normal reversed and this helps find such cases.
ClassicTyler:
Steve,
I'm not at all smart. Thank you for making Anim8or accessible even for people like me and for people who DO know what they're doing. ;)
I'm learning new stuff daily, thanks to the forums. I should have joined a long time ago! I feel like I can finally start getting more stuff done on the projects. Keep up the great work!
Also, once you get to the celshading/bloom lighting updates, let me know. I'll be happy to test things for you!
My environments will be standard with the lighting, and the characters will have celshading.
Steve:
These should be working in 1113 :)
MvGulik, kreator and many others: #098-024 - Point Edit Mode: Subdivision Meshes control points are not editable.
MvGulik: #098-025 - Effect Modifier sets wrong level.
MvGulik:
Thanks. :)
O dear. One little (v1113) modifier problem though. When trying to create a new/empty modifier, its not showing in the workview (The yellow outline. The element itself seems to be created thou, shows in element list).
(Checked on two computers.)
(work-around: Modifier becomes visible when its bound to something/mesh.)
*stuff*
Steve:
Rats! I rushed 1113 to fix the Subdivision point-edit bug and guess I didn't do enough testing :( I'll post a quick update of just this fix soon...
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