Morkonan opened this issue on Feb 12, 2009 · 77 posts
Morkonan posted Thu, 12 February 2009 at 6:45 PM
This is a followup to a previous thread located here:
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2762879 poser = cylinder h8tr >:(
In the course of discussion, the idea of backfacing normals causing rendering problems came up. Along with this came the idea that some artifacts are the "clear" result of this and experimentation showed that even remapping the object would not remove the previous artifacts even if the normals were either fixed or stripped.
Well, that is not true. In fact, my conclusion "so far" is that you can fix some of these "ripping" artifacts caused in this situation by remapping the obect. Even importing the object with backfacing normals, in cases tested so far, will not yield any unexpected rendering artifacts. Of course, the backfacing normal will not render appropriately. But, the KEY point is that the artifacts you see in the following illustrations will be removed by remapping and, not just remapping using any type of UV Projection. You have to use an APPROPRIATE Projection Axis. However, for Flat Projection Mapping it doesn't matter what axis it is oriented on NOR does it matter how ugly and screwed up the UVMap is. As long as it's a Flat Projection, it will render without "unexpected" artifacts. (More on "unexpected" artifacts in the conclusion.)
I must preface the following with the fact that I am a novice modeler but, very enthusiastic and fairly versed in most basic subjects of 3D modeling. But, I am a good investigator of phenomenon and, this counts as such. However, there is in-depth technical knowledge that I do not possess which may apply in ways that are not apparent to me at this moment. So, one must weight the circumstantial evidence below with those facts in mind. Professionals and the truly initiated are encouraged to give their opinions and share their knowledge here.
(Normals Are Stripped Unless Otherwise Noted. All lights are default P7 Infinites, two of them active, White at different levels and they have not been moved between samples. All maps, unless noted otherwise, are default projections of their specific Projection style and described axis without alteration of the Vertices in the map.)
Illustration 1 - First, we take the original cylinder, strip its normals and its UVMap. Well, that renders fine. In the previous thread (see my post there) the cylnew.obj would not render without artifacts unless this was done. Specifically, the shadowing or "ripping" (as using the word "shadowing" is misleading imo) seen on the top was persistent

Cylinder 1) UVMap is stripped.
Cylinder 2) UVMap is the Original map supplied (Box projection/overlapping opposing faces I "think")
Illustration 2 - From the results of earlier experiments, also in that thread, I decided to explore the UVMap question. Here, we have a simple box projection on the remapped objects and a cylinder projection. BOTH still show artifacts. But, what is highly unusual is that the objects appear differently! They're NOT the same.

Cylinder 3) Remapped - Box Projection, (simple, overlapping)
Cylinder 4) Remapped - Cylinder Projection, Z-Axis
***(cont'd)