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inverting normals to correct position breaks render

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  • inverting normals to correct position breaks render

    Hi,

    I have a sphere inside a box to test some light bouncing. I assumed that I have to invert the normals in that case to make the box a room (everything is inside, including the camera).
    However, this breaks the render.
    I appreciate that with the material being two-sided I don't have to flip the normals, but it shouldn't break, right?!
    It feels like Nuke's Normals node is not doing what VRay expects, so maybe it's a problem on Foundry's side?!
    Attached is an example.

    Cheers,
    frank
    Attached Files

  • #2
    Hey,

    You don't need to flip the normals, the scene should render fine as is. It looks good to me.

    The support for the Nuke normals node is still in the to do list.

    Cheers,
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      I see, I have been wondering about incorrect results when using Nuke's Normals node. I guess I will have to avoid it for now

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