PixelNinja Posted May 23, 2017 Share Posted May 23, 2017 Before I go ahead and try an overcomplicated approach using raycasting I thought I'd check to see if anyone here has a simple solution to this problem. I have a model from maya, that has had many sections mirrored, thus creating sections with primitive normals facing inward rather than outward. Is there a simple method of making all normals face outward? All of the poly shells are enclosed as well, so no open surfaces to worry about. Quote Link to comment Share on other sites More sharing options...
PixelNinja Posted May 23, 2017 Author Share Posted May 23, 2017 Well, here's the raycasting method. It works perfectly, on enclosed (or at least mostly enclosed) poly shells. It won't fix individual faces with incorrect winding though, only whole shells. FixNormals_01.hiplc Quote Link to comment Share on other sites More sharing options...
Noobini Posted December 11, 2018 Share Posted December 11, 2018 in Max, it's a simple Unify Normals...could not be any simpler....so after digging around in Houdini looking for a simple node...there has to be one I thought....I was so close to putting up the Bat signal for help...when I stumbled up on the Doc.....Polydoctor... in Topology tab, enable Correct Winding of Polygons to Majority in their Manifold Patch Note that it's quite a mouthful...and that mouthful means it doesn't correct the cubes in the above file from PixelNinja because each cube is its own patch..is already 'unified'. It works best on individual connected geos that is screwed up. vu_unifyNormals.hiplc Quote Link to comment Share on other sites More sharing options...
davpe Posted December 11, 2018 Share Posted December 11, 2018 sometimes Clean SOP with Orient Polygons option ON works. that should fix individual crippled faces. not the whole islands thou... maybe combination of methods is the best way to go... really depends on the particular model. Quote Link to comment Share on other sites More sharing options...
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