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[Solved]sweep sop normal issue


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don't think you can blame Sweep...it's the circle.....or the way the cross section was created.

Start a new scene, manually draw a curve, make sure it loops back to form a closed loop:

- if you go clockwise, the prim normal points one way

- if you go anti-clockwise, the prim normal points the other way

So if you want to prove it's NOT the Sweep's fault, go back and Reverse the circle and there's your proof...

(this is the same as other 3D s/w, the polygon normal is dependent on the direction of the verts/points that make up the polygon)

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8 hours ago, Noobini said:

don't think you can blame Sweep...it's the circle.....or the way the cross section was created.

Start a new scene, manually draw a curve, make sure it loops back to form a closed loop:

- if you go clockwise, the prim normal points one way

- if you go anti-clockwise, the prim normal points the other way

So if you want to prove it's NOT the Sweep's fault, go back and Reverse the circle and there's your proof...

(this is the same as other 3D s/w, the polygon normal is dependent on the direction of the verts/points that make up the polygon)

Thank you so much!

I use sort sop to reverse the ptnum ,then i use setprimvertex sop reverse the vertexnum,the normal is perfect.

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