I really hope I can get some help with this. I´m working with some fur-based trees. As you can see in the first pictures I have several stamped-down shapes. All of these are done in the same way, they are in the same level and they of course have the same material (my fur-based forrest) assigned.
Why doesn´t the fur-trees show in all shapes? Is there some other criterias that these shapes needs to fullfill in order to work? I don´t see any pattern regarding the size or complexity of a shape showing or not showing the fur-trees. It´s random which are working and which are not! If I look from another angle it´s still the same shapes that are working/not working so it doesn´t have anything to do with the camrea-distance either.
Most grateful for all advice!
/Dan
Hi,
I'm guessing you have degenerate triangles in some of your meshes. Luxology wont apply fur to any mesh where there is a triangle with only 2 sides.
Where did your mesh originate from ?
Regards
Paul
Hi Paul!
The mesh that I stamped down my shapes on is made from a scan of the terrain in this area. Is there some way to check if I have some of these triangles and in that case fix this problem?
Thanks a lot!
Hi Dan,
Check your mesh normals to make sure they are pointing in the direction you want the fur trees to grow.
Try stenciling new mesh using large tolerance 10,000mm instead of 5mm this will help to prevent degenrate triangles.
The other thing to try would be the split mesh tool you can split by number of max faces try 100 if that does not work use 50 this should fix the degenerate triangles. BTW a degenerate triangle is a two sided triangle ;-)
Paul has a fix for this but it is not in an available version of MicroStation yet. The above workaround should do the trick.
Cheers,
Jerry
Thanks Jerry! You are indeed the MAN!
I just used split by 100 and it works really good this far. However this is a file I will use a lot for a lot of purposes. Are there any advantages by re-stenciling the mesh using a larger tollerance?
Thanks again!
If you don't mind the mesh being in smaller pieces you should be fine. In the future when stenciling for fur based materials a larger tolerance will help to prevent the degenerate triangles so less splitting will be required. Once we have a version with Paul's fix we will not need to worry about splitting meshes, the fix version will not export two sided triangles to Luxology....