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Author Topic:   Vanishing Polys.....
Razer
Pilot
posted 08-06- 03:17 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
I have some polys on the new P-40 tail that vanish at wierd angles but they are triangles.

Idea's? The whole plane is set to 2-sided to not do this and I'm trying to get everything 1-sided to help with FR's.

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Tony "Razer" Martin

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wakeup tailgunner
JAG
posted 08-06- 04:27 PM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
the polys are non-coplanar. In english, it means the polygon is not a flat surface. Split the polygons affected into triangles and the problem will be fixed.

Basically, any polygon which isn't a flat surface renders oddly, and vanishes when viewed from certain angles. If that surface is split into triangles, then they will form flat surfces and render properly. Otherwise, you have to tweak the verts until the poly faces are correct. This will either invovle a lot of trial and error, or a rebuild / re-skin. The triangle fix is much quicker

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Da Jug head
Pilot
posted 08-06- 06:15 PM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Razer- since they're triangles, you may need to "flip" them

This can happen when the vertices are numbered in the wrong direction and even affects 2 sided polygons (depending on the renderer). This is a problem that will often not be shown in a modeler, but crops up frequently in game rendering engines.

One thing that causes this can be copying some polys and then mirroring them.

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jedi
Pilot
posted 08-06- 08:23 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Another possibility is that the vertices need to have their order changed.

Open the part in AC3D and enable the "show normals" option. Check the normals very carefully, and see whether they are all perpendicular to the surface. If you see one that is at an odd angle, highlight that face, and change vertex order. If it turns "black," you may need to flip the normal. By flipping the normal and/or changing the vertex order, you should be able to get the normal in its proper orientation. Once this is accomplished, the face should stay visible from all angles in the sim.

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--jedi--

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Ben
Cadet
posted 08-07- 08:46 AM     Click Here to See the Profile for Ben   Click Here to Email Ben     Edit/Delete Message   Reply w/Quote
A little off topic, but I thought someone might know here. What is the vertex order on OpenPlane polies? Is it clockwise or counter-clockwise?

Ben

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