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The seams right at the mesh


VixLynx
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hello I have a problem and I cant understand why it happening.

I created some paws and its work fine..  but now I need to make alpha hud for it. I cut the paw on 5 pieces with seven materials in each.. But when i download the model to the world I see horrible seams right at the mesh without any textures. and this is very visible on most textures.

What I try to do to fix it with no result..

Expot it to maya and after in sl. (the paws created in blender v2.79 and download in sl without avastar.)

Tried to download it without the UV map.. Then I delete all materials on the paws and this did not bring any changes. -_-

I do no why it happening and how its fix.. I think it has something with the light reflection..

If looking at the bodies of other creators with the alpha hud option I don’t see the seams. what am I doing wrong?.. Ty.

https://drive.google.com/drive/folders/1V2PQ80SSHHi3-kskBJOB8TXc5slSgRSk?usp=sharing    (screenshots)

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What you're seeing is caused by mismatching normals or "directions."

To get rid of the seam, the vertex-normals on the edges of the separated pieces need to match exactly, to appear uniform.

Personally I don't know how to do that. I tried before writing this post, but couldn't figure it out. I just know that is the issue.

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I'm just reading about it right now. it looks like a blender to recalculate the normals every time when are  you doing with the mesh.. I truing fid some solution.. other creators somehow solve this problem .. sometimes this is also visible, but not so clearly .. may be they using other 3d programs .. 

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To fix the shading error at the boundaries check out the Data Transfer modifier to copy the vertex normals from a "whole" mesh to the slices.

An example can be found in the very last post here    https://community.secondlife.com/forums/topic/415260-finally-at-aquila-d/page/2/

 

or similar here with apple slices https://blender.stackexchange.com/questions/175765/how-do-i-remove-the-line-gap-things-after-separating-some-meshes-apple-peeling/175854#175854

 

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37 minutes ago, Aquila Kytori said:

To fix the shading error at the boundaries check out the Data Transfer modifier to copy the vertex normals from a "whole" mesh to the slices.

An example can be found in the very last post here    https://community.secondlife.com/forums/topic/415260-finally-at-aquila-d/page/2/

or similar here with apple slices https://blender.stackexchange.com/questions/175765/how-do-i-remove-the-line-gap-things-after-separating-some-meshes-apple-peeling/175854#175854

 

See, that's what I would've said as well. But since I like to illustrate my Blender advice too, I tried doing it myself but was never able to get data transfer to match the vertex normals.

4d04bfa3ba.png

In theory, this should do it. You have the un-split object in the exact same position as the separated pieces and use the Data Transfer modifier (with Smooth Shading + Auto Smooth enabled) to give the Face Corner Data from the un-split object to the separated pieces. (It doesn't matter which type of data-transfer we use in this case, since the meshes are exactly identical.)

But if I apply the modifier and look at the normals of the two pieces... (pink: vertex-per-face, blue: vertex)

6040205cac.png

You can clearly see that they diverge, and this seems to be the problem. (But I can't tell for sure.) If I try uploading this to SL, the shading-seam is visible in-world and the importer. (I get the same result if I don't apply the modifier but export the Collada with the "apply modifiers" setting enabled.)

24fc842c5b.png

I even tried replicating this tutorial, using the example sphere, but the result was not absolutely seamless as if the meshes were never separated:

https://blender.stackexchange.com/a/105866

Edited by Wulfie Reanimator
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Thanks to all ^^ the problem was solved by blender addon blend4web.. its can disable recalculate normal and gives control over them.. You can just copy data from one cut vertex and paste to other.. it a little bit meditative and boring but gives results for now.. The knee area that looked the most awful right now looks almost perfect. tomorrow i will try do it better ^^
https://drive.google.com/file/d/1M64l21S4U8cRm1h1lgLhqaUtNGX6mrPP/view?usp=sharing 
 

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@Wulfie Reanimator I used the arm mesh from a Make Human model and as far as I can see it works. (Now after lots of problems with models not uploading and Gimp completely messed up after I  had changed the screen resolution I can't remember if I applied the modifier before uploading or not).

Untitled-min.thumb.png.f999ed5f6c38d49f6f0447b2c21273c8.png

The seam in the second arm is hard to see but I logged myself out by accident and its too late and I'm too tired to redo it now ).

 

Screenshot_1-min.thumb.png.532aa39b0b9f7255504f756db3776ca5.png

 

And if you would like to do the upload for yourself  you can find the .blend file here   https://pasteall.org/blend/219810f4e4f84f55963e6cd8fdce9d07

Edited by Aquila Kytori
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8 hours ago, VixLynx said:

Thanks to all ^^ the problem was solved by blender addon blend4web.. its can disable recalculate normal and gives control over them.. You can just copy data from one cut vertex and paste to other.. it a little bit meditative and boring but gives results for now.. The knee area that looked the most awful right now looks almost perfect. tomorrow i will try do it better ^^
https://drive.google.com/file/d/1M64l21S4U8cRm1h1lgLhqaUtNGX6mrPP/view?usp=sharing 
 

You don't need an addon to do normal editing...

 

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  @Wulfie Reanimator If you are seeing seams then something is going wrong somewhere.

I have re-uploaded the arms, One without DataTransfer modifier and the other with. This time using Firestorm to get a better closeup view in the preview window.

Exported from Blender with the modifier(s) not applied but the Apply Modifiers option checked in the Collada export options menu.

 As expected no seams in the preview and no visible seams when rezzed inworld.

1068518449_PreviewnoDataTransfer1-min.thumb.png.45cf38c441ebde59fea286e78d5e2b58.png

101407610_PreviewDataTransfer1-min.thumb.png.02a5d708e898e5e71e03fc7e699238ae.png

667088868_Armsrezzedinworld1-min.thumb.png.07485c87a0503bdc070749072784c0a9.png

 

Edited to add:

I did some testing ; if the Realtime button is left  unselected in the DT modifier of either (or both) objects before exporting then the seam will appear in the preview window so maybe check that..

1953440837_Realtimebutton-min.thumb.png.25552f4807886d1e033bf3316243035c.png

 

Edited by Aquila Kytori
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Thanks in the future I plan to transfer to blender 2.8 and it will be useful for me ^^

now i'm using the addon which i found early.. it can easy transfer data from non cut mash and the result is perfect..

but I had another problem.. that's not the point of this discussion.. but maybe someone knows a simple answer..

i download one mesh but into the sl it has something like two layers.. it makes me think how to work with this in thе script… I cant unlink the second mesh layers or delete.. ty3

https://drive.google.com/file/d/1U0H_wHeqfkDDm7I83zkcC3Kn7wJszkrV/view?usp=sharing

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