jordanchantell Posted May 15, 2013 Share Posted May 15, 2013 I'm currently having a issue from when I export the .dae file for second life then go inworld and uploading.. The whole object is half way transparent and does not look like it should. Here is my projectRing 1 Here is the object imported inworldRing 2 Link to comment Share on other sites More sharing options...
Drongle McMahon Posted May 16, 2013 Share Posted May 16, 2013 What is your 3D software, and your collada exporter if you used a separate one? It looks as if your normals are inverted, and that your render may have used a subsurf for smoothing which was not applied to the uploaded mesh. Link to comment Share on other sites More sharing options...
Frawmusl Posted May 16, 2013 Share Posted May 16, 2013 Easy fix, depending on what program you're using. If you're in blender go into edit mode and look on the left sidebar/object tools (T) and hit A to select all then recalculate normals this should fix that. If it doesn't you may have to use the button right below it, flip normals which reverses the normals of a face. If you hit N and look for "normals" select face and it will show you 10cm lines that are on the normals helping you orient them and what is in the wrong direction etc.. Link to comment Share on other sites More sharing options...
jordanchantell Posted May 16, 2013 Author Share Posted May 16, 2013 I'm currently using Blender 2.65 See the thing is I tried to do a test on just a simple Solidify circle "ring" and then I duplicated that then flipped the normals and was able to upload it to show both sides.. but it still doesnt even make the thickness of the ring designed in blender. I get a skinny two sided circle. Two Sided Ring Link to comment Share on other sites More sharing options...
jordanchantell Posted May 16, 2013 Author Share Posted May 16, 2013 Being the only steps I took for the test sample.. I made a Mesh Circle.. Scaled that out.. stretched it out then smoothed on shading.. rendered.. exported at .dae and uploaded to SL Link to comment Share on other sites More sharing options...
Drongle McMahon Posted May 16, 2013 Share Posted May 16, 2013 Assuming this is a mesh cylinder with "solidify" or a solidify modifier, that will give a very thing double surface, So, in effect, the solidify makes the cylinder double sided. The inside and outside have normals is opposite directions. Flipping all of them seems to have no effect because the inside and outside almost exactly in the same place. In contrast, with your ring, there was a larger gap between the inside and outside, which made the effect of the inverted normals much more obvious. In Blender, mesh is rendered two-sided by default. You can see it one-sided either by checking either "Textured solid" or "Backface culling" on on the "Display section of the panel at the right of the 3D view. That way you can see what you are going to get in SL, and the effects of reversing the normals. By the way, to make the ring smooth, you should select all its faces and do Mesh/Faces/Shade smooth. Using only subsurf to smooth produces excessive polygon numbers which loads the gpu unnecessarily. Link to comment Share on other sites More sharing options...
jwenting Posted May 17, 2013 Share Posted May 17, 2013 A mesh surface is directional, has only 1 face. Looking at it from the other side it will appear to not be there after import. That is normal, it is by design (in Blender this is suppressed in modelling mode so you can more easily model, in rendered view I think it is restored). Either add the faces yourself (where needed because you can see them, or add a solidify modifier as mentioned. Link to comment Share on other sites More sharing options...
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