TyConform and rotated object
#1
tyConform in raycast mode - vertex normal direction doesn't take into account rotation of the object.

   

max scene attached


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.zip   Tyconform bug.zip (Size: 62.45 KB / Downloads: 85)
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#2
I'm not sure I see what the bug is....the rays are cast from vertex normals...if you disable the tyConform modifiers on both planes you'll also see that they're not rotated in the same direction, thereby affecting where the rays are being cast. The plane on the right ("rotated object") is pointing down, so the rays are being cast down. The plane on the left ("rotation from xform modifier") is pointing towards the cylinder, so the rays are being cast against it.


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#3
(02-14-2023, 03:00 PM)tyFlow Wrote: [...] The plane on the right ("rotated object") is pointing down, so the rays are being cast down. [...]

Why do you think that normals of this plane is pointing down??
This normals are perpendicular to the surface:
   

Normals of both planes are exacly the same. And result of tyConform modifier should be the same - I think...
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#4
The planes are not the same though....your screencap is not of the plane with tyConform on it.

Disable tyConform on the right plane and it'll look like my screenshot - it's pointing down.
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#5
(02-15-2023, 09:11 PM)tyFlow Wrote: The planes are not the same though....your screencap is not of the plane with tyConform on it.

Disable tyConform on the right plane and it'll look like my screenshot - it's pointing down.

You are right.
But somethig strange is going on here...
Could you please check attached file?

I removed tyConform modifier from plane, rotated this plane and then added tyConform in raycast/normals mode.
And this modifier is not working - why?


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.zip   Tyconform bug01.zip (Size: 64.77 KB / Downloads: 72)
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#6
Ah yes, that is indeed a bug that I will fix for the next build.

In the meantime, a workaround is to set the conform offset to some very tiny value that isn't 0. That forces a vertex normals update.
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#7
(02-16-2023, 01:40 AM)tyFlow Wrote: Ah yes, that is indeed a bug that I will fix for the next build.

In the meantime, a workaround is to set the conform offset to some very tiny value that isn't 0. That forces a vertex normals update.

ok, thx
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