Glass Normals

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Glass Normals

Postby Jamey » Sun Aug 15, 2010 11:42 am

Shorah all!

I've been trying to get the glass in my age to work for quite some time now. I want the glass faces to have normals on both sides, but even with "Two-Sided" button on in the editing panel, it's still only rendering one-sided for whatever reason. Are there any other steps I need to do to ensure that the glass has normals rendering in Uru on both sides? I think I had it working a while ago, but then, something must have gone wrong and now I can't get the normals rendered on both sides of the faces. Here are my glass settings:

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Re: Glass Normals

Postby Whilyam » Sun Aug 15, 2010 12:29 pm

I had this issue with the walls in Tosholek.
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Re: Glass Normals

Postby Jamey » Sun Aug 15, 2010 12:39 pm

Whilyam wrote:I had this issue with the walls in Tosholek.


Then you must know what I'm talking about. Did you ever find a way around the issue? Is there a setting I am missing here?
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Re: Glass Normals

Postby boblishman » Sun Aug 15, 2010 1:07 pm

do not use Ztransp for transparancies. Use the Transp button in Draw Extra panel ... and then Pass Index (if needed).
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Glass Normals

Postby Jamey » Sun Aug 15, 2010 1:53 pm

hmmm, I tried turning off the Ztransp for the glass, and enabling the Transp button in draw extra, and it didn't seem to change anything. The normals are still on one side, and now I can't see my river in my age through the glass, which is a waveset. Would it help if I turned off Ztransp for the waveset as well in order to make it appear through the glass? and what else should I try in order to make the normals two-sided?
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Re: Glass Normals

Postby boblishman » Sun Aug 15, 2010 2:50 pm

if you are using several transparancies (including wavesets) then you need to use the PassIndex setting and "arrange" them accordingly, depending on how you view them in game. The objects closer to the camera need a higher Pass Index than those further away. In your case it sounds like the waveset needs a PassIndex LOWER than the window's glass.

see here

As for the "two sided" problem ... it may be easier (and quicker) to remake the glass mesh(es?) and texture, although obviously, if the mesh(es) is/are complex, it may not be.
(I have always found that once Blender "breaks" something, it's quicker to replace it than trying to find out why it is "broken" and trying to "fix" it ... :roll: )
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Glass Normals

Postby Jamey » Sun Aug 15, 2010 5:24 pm

Ok, the good news is remaking the glass and not using Ztransp fixed the two sided problem. The bad news is whenever I look through the glass, I can't see my waveset still. The pass indexes are:
Waveset: 1
Glass: 2
I also have some grass strains everywhere through the age with a pass index of 1, and they show up fine through the glass... :?

For some odd reason, the waveset does not want to show up through the glass... everything else is fine. :?
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Re: Glass Normals

Postby DanTheMystFan » Tue Aug 17, 2010 3:35 pm

Did you also set the major and minor blendspans? Objects are sorted by those first. If you set the waveset and the glass to the same major and minor blendspans, they should draw in the order of the passindex. You might want to set the major blendspans instead of the passindex, since the engine will have to do less sorting.
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