| 0073 Sunglasses Degma Carrara [message #2393] Thu, 08 January 2009 02:37 UTC |
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I designed these shades using spline then converted to vertex
then exported in obj then stl, from my friend
But still there are manifold problem
Is there somebody out there can check it out
I use Mac OS X
I tried to open with meshlab and resaved in different format but nothing still errors
2009-01-08
I made e new one removing my logo from the side but still problem
Any suggestion
[Updated on: Thu, 08 January 2009 15:33 UTC]
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| Re: 0073 Sunglasses Degma Carrara [message #2394 is a reply to message #2393 ] Thu, 08 January 2009 04:08 UTC |
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It looks like the normals are reversed on many of the faces of the little figure on the sides.
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| Re: 0073 Sunglasses Degma Carrara [message #2396 is a reply to message #2394 ] Thu, 08 January 2009 12:31 UTC |
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Is there a way to smooth these normals [what are they anyway?]
Thanks
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| Re: 0073 Sunglasses Degma Carrara [message #2403 is a reply to message #2396 ] Thu, 08 January 2009 18:11 UTC |
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Surface normals are vectors that are perpendicular to the "faces" on your model.
http://en.wikipedia.org/wiki/Surface_normal
Basically, they point to the "outside" of your model. Some of yours are pointing inward.
(You can tell because they're rendered black in Meshlab.)
You ought to be able to reverse the direction of those normals using your modeling software.
For example, my software (Silo 3D) has an option to select faces and then "Reverse Normals" or just "Unify Normals" to get them all pointing outward (or inward).
I imagine there might be a way to fix them using Meshlab, but I don't know how. Anybody know?
I do know that Meshlab's "Show Normals" option is a little confusing because it shows vertex normals instead of face normals. Vertex normals are basically an average of surrounding face normals.
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| Re: 0073 Sunglasses Degma Carrara [message #2413 is a reply to message #2403 ] Fri, 09 January 2009 15:04 UTC |
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| jdavidbush wrote on Thu, 08 January 2009 13:11 |
For example, my software (Silo 3D) has an option to select faces and then "Reverse Normals" or just "Unify Normals" to get them all pointing outward (or inward).
I imagine there might be a way to fix them using Meshlab, but I don't know how. Anybody know?
I do know that Meshlab's "Show Normals" option is a little confusing because it shows vertex normals instead of face normals. Vertex normals are basically an average of surrounding face normals.
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Meshlabs -> Menu -> Filters -> Re-orient (aka "Unify Normals")
Meshlabs -> Menu -> Filters -> Invert Faces (aka "Reverse Normals")
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