Black 3D mesh in interrior

Post » Mon Jun 18, 2012 4:30 pm

Hi

I created a new shield
In exterior color/texturing is perfect, bt when i enter in an house/caves my mesh is always black

How i can fixe it?
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Mon Jun 18, 2012 6:32 pm

You need to set "Has Vertex Colors" to yes in the NiTriShapeData

It also may be an issue of missing normal vectors.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Mon Jun 18, 2012 6:56 pm

I put Has Vertex Colors to yes but it's always black

What are normal vector?
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Mon Jun 18, 2012 10:27 pm

A vector is a line defined by length and direction, a normal in geometry is a line that is perpendicular to the object of your interest. Thus in 3D-geometry, a normal vector is a line that is perpendicular to your 3D-model's surface.

It is used for lighting calculations: angle of incidence = angle of reflection, the angle is between the light source the vertex point of the surface and the normal vector.
L    |    / \  n|   /  \  |  /r   \ | /    \|/-----------  Surface
L = Lightsource
n = normal vector
r = reflected light

The "normal map" texture modifies the angle of the normal vectors during the calculation of the lighting for each point, and thus can create the impression of more surface details. When the normal vectors are missing, the surface "absorbs" all light and appears black.


If you don't care about the theory, just right click on the NiTriShape in Nifskope and select "Mesh / Face Normals" :wink:

To see the normal vectors in Nifskope, select the "Normals" entry in the NiTriShapeData.


You'll also need tangents and binormals for good looking metallic surfaces, I won't go into too much detail here, just imagine the ------ line to be a sheet of squared paper that lies on the Text "Surface" which is the 3D model. The two axes of the paper would be the tangent and binormal vectors ( by definition the tangent is the line we actually can see in the 2D-sketch)

To add tangents and binormals in Nifskope set "BS Num UV Sets" in the NiTriShapeData to 4097
and then use Spells / Batch " Update All Tangent Spaces"
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm


Return to V - Skyrim