note: instead of inverting the entire building, then rotating, just simply invert the width of the model to -100%. this will save time and effort. if the signs dont work in reverse, simply select them in the surfaces tab and reduce cutout opacity to zero
Thanks for video. :-) Normal map can be inverted easily. In "Surface" tab search "Normal Map", then click on icon and choose "Layered Image Editor..." . The window of editor will be opened, find option "Invert (Negative)", turn it on and press "Accept".
That's a great idea! Another way is to set the bump value on the surface to -1, but it requires tweaking the slider. I've explained how to do that in the description above.
Normals basically tell the computer which way a polygon is facing. They are used in lighting a scene. Basically, the computer takes the direction of the polygon, then it looks at the direction the light is hitting it at, and adjusts the lighting on that surface accordingly. The steeper the angle of the light, the darker it will be. So, if the normals are flipped and facing the wrong way, all the walls for that building are facing the wrong way, inwards, at least according to the normals so when the lighting is applied, and there is no normal at all facing out, than the computer knows that no lighting is hitting that surface and so it is dark.
That's a good explanation! It also depends on how the render engine deals with this. Both Iray and Filament are showing the other side of the normal, 3Delight does not. In ZBrush it's similar: only the normals of a polygon are shown, not the back (unless you enable that). In Blender, both Eevee and Cycles show the other side of normals.
@@WPguru Yeah, Blender shows both sides by default, which in my opinion causes problems if you plan to use the object you create in some other 3D software. For that reason, I disabled showing the backside of polygons in Blender (you can do that) so that I can clearly see if I have a polygon facing the wrong way. It is interesting when you do that and look at your object and suddenly see missing faces. But thankfully, Blender has an easy way to check that and flip them around. If all you're going to do is render a scene in Blender and not use t he 3D object externally, than it's not a problem most of the time. I've actually done some 3D programming and the math to calculate the light based on the normal and the angle of the light is fairly simple. You use the dot product of the angle of the light and the normal. As the angle approaches 90 degrees, it gets darker because the dot product of 90 degrees is zero (or black). Pretty kewl stuff and more than anyone needs to know here. LOL Of course, the dot product of an angle greater than 90 degrees (like that of a normal facing the wrong way) will always be zero (or less than zero) resulting in black... that is, when it is done properly anyhow.
Oh, great) But when i saw a video picture i thought that you will talk about scattering script in this. Do you think it's possible to make duplicates of buildings with scattering script? If yes - there would be many copies in one instance)
I don't know how Ultra Scatter deals with hierarchical potentially complex objects. Try it out and see what happens. I'd probably set the amount of copies to something low at first like 3, to see if it works in principle.
It depends on the object, or rather the node. Try enabling hidden properties on the parameters pane (hamburger icon at the top of the pane, then Preferences - Show Hidden Properties).
note: instead of inverting the entire building, then rotating, just simply invert the width of the model to -100%. this will save time and effort. if the signs dont work in reverse, simply select them in the surfaces tab and reduce cutout opacity to zero
Thank you. This is very helpful since I was looking for a way to flip my figure as a whole, not just their poses
You literally cover the BEST and most useful topics! Thank you so much!
Thanks for video. :-)
Normal map can be inverted easily. In "Surface" tab search "Normal Map", then click on icon and choose "Layered Image Editor..." . The window of editor will be opened, find option "Invert (Negative)", turn it on and press "Accept".
That's a great idea! Another way is to set the bump value on the surface to -1, but it requires tweaking the slider. I've explained how to do that in the description above.
I know this video is old but these are options I didn't know existed, thanks a lot.
That's awesome. It'll do great and I will have to work with the tweaks for the normals.
Fantastic!! it worked very well with a car that had the steering wheel on the right.
Excellent hack :) Thank you so much :)
Normals basically tell the computer which way a polygon is facing. They are used in lighting a scene. Basically, the computer takes the direction of the polygon, then it looks at the direction the light is hitting it at, and adjusts the lighting on that surface accordingly. The steeper the angle of the light, the darker it will be. So, if the normals are flipped and facing the wrong way, all the walls for that building are facing the wrong way, inwards, at least according to the normals so when the lighting is applied, and there is no normal at all facing out, than the computer knows that no lighting is hitting that surface and so it is dark.
That's a good explanation! It also depends on how the render engine deals with this. Both Iray and Filament are showing the other side of the normal, 3Delight does not. In ZBrush it's similar: only the normals of a polygon are shown, not the back (unless you enable that). In Blender, both Eevee and Cycles show the other side of normals.
@@WPguru Yeah, Blender shows both sides by default, which in my opinion causes problems if you plan to use the object you create in some other 3D software. For that reason, I disabled showing the backside of polygons in Blender (you can do that) so that I can clearly see if I have a polygon facing the wrong way. It is interesting when you do that and look at your object and suddenly see missing faces. But thankfully, Blender has an easy way to check that and flip them around. If all you're going to do is render a scene in Blender and not use t he 3D object externally, than it's not a problem most of the time.
I've actually done some 3D programming and the math to calculate the light based on the normal and the angle of the light is fairly simple. You use the dot product of the angle of the light and the normal. As the angle approaches 90 degrees, it gets darker because the dot product of 90 degrees is zero (or black). Pretty kewl stuff and more than anyone needs to know here. LOL
Of course, the dot product of an angle greater than 90 degrees (like that of a normal facing the wrong way) will always be zero (or less than zero) resulting in black... that is, when it is done properly anyhow.
Great tip! Always something new here!
Fantastic, thank you for sharing
Oh, great)
But when i saw a video picture i thought that you will talk about scattering script in this. Do you think it's possible to make duplicates of buildings with scattering script? If yes - there would be many copies in one instance)
I don't know how Ultra Scatter deals with hierarchical potentially complex objects. Try it out and see what happens. I'd probably set the amount of copies to something low at first like 3, to see if it works in principle.
Asked this on a previos vid. Thnx! Another Qstion.. why my object doesn't have the X X Z scale controlers? just one global Scale.
It depends on the object, or rather the node. Try enabling hidden properties on the parameters pane (hamburger icon at the top of the pane, then Preferences - Show Hidden Properties).
@@WPguru Master
You are amazing 🤗🤗👍👍❤❤
Wouldn't it be simpler to scale -100 on the X? Then there is no need to rotate.
Ha, I thought the same. But the cool thing about this, is that you can make a fake reflections on the ground with this scale.
I like your thinking, Brian!
you balls king tnx