Explicit normals when fracturing
#1
Right now when an object gets fractured via tyFlow, its normals are messed up (showing up as dents and bumps in the shading around the cuts), since it's using Max' default implicit normals. It would be great if explicit normals could be used for the fractured objects - that way the outer shell will be shaded exactly the same as before fracturing.
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#2
Thanks, I'll make a note of that.
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