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Old 05-16-2018, 05:43 PM   #1
Trekkie
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Exclamation Missing Bottom of Mesh

Hi all,

i have a Question about meshing, i am using blender and i try to render and Back cull this mesh of a Constitution Class and in blender it looks fine, no errors and back culling shows no reversed Normals

however when loaded in orbiter the lower side of the Saucer dissapears and i cant figure out what is happening here..



anybody have any suggestions?

thanks!
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Old 05-16-2018, 06:03 PM   #2
GLS
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I'd bet the normals are pointing inside... try exiting blender and reload the mesh.

Also, make sure you select all the groups (key A) before saving, as it only saves what is selected.
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Old 05-16-2018, 06:59 PM   #3
Trekkie
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When im Flipping the Normals the problem still exists to return, could this be an material problem or something in orbiter itself?
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Old 05-16-2018, 07:57 PM   #4
martins
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Slightly off-topic, but do you know which addon generates that yellow warning text in the screenshot?
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Old 05-16-2018, 08:03 PM   #5
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Quote:
Originally Posted by Trekkie View Post
 When im Flipping the Normals the problem still exists to return, could this be an material problem or something in orbiter itself?
I guess if you have a transparent material and no texture, the group will not show up.
Could you post (or PM) the group in question, or the whole mesh?
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Old 05-16-2018, 08:26 PM   #6
jarmonik
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Quote:
Originally Posted by Trekkie View Post
 When im Flipping the Normals the problem still exists to return, could this be an material problem or something in orbiter itself?
Some things to check:

- Handiness of the winding of triangles. Should be counter-clockwise. Wrong handiness could be a result from a mesh mirroring. I have no idea how to fix that in Blender.

- Vertex count. Maximum is 65536 vertices per a mesh group.

Flipped normals shouldn't cause problems like that. More like a lighting related problems and anomalies.
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Old 05-16-2018, 08:47 PM   #7
Trekkie
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Quote:
Originally Posted by martins View Post
 Slightly off-topic, but do you know which addon generates that yellow warning text in the screenshot?
You mean before opening the screenshots?

---------- Post added at 08:43 PM ---------- Previous post was at 08:42 PM ----------

Quote:
Originally Posted by GLS View Post
 I guess if you have a transparent material and no texture, the group will not show up.
Could you post (or PM) the group in question, or the whole mesh?
I guess that could be it let me try to add a texture, because its just blank now

---------- Post added at 08:47 PM ---------- Previous post was at 08:43 PM ----------

Quote:
Originally Posted by jarmonik View Post
 Some things to check:

- Handiness of the winding of triangles. Should be counter-clockwise. Wrong handiness could be a result from a mesh mirroring. I have no idea how to fix that in Blender.

- Vertex count. Maximum is 65536 vertices per a mesh group.

Flipped normals shouldn't cause problems like that. More like a lighting related problems and anomalies.
I guess blender is not really the tool that is used alot around here and its kind of a tricky program which gives you errors for just the slightest problem
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Old 05-16-2018, 09:02 PM   #8
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Quote:
Originally Posted by Trekkie View Post
 I guess blender is not really the tool that is used alot around here and its kind of a tricky program which gives you errors for just the slightest problem
Yes, blender might not be a simple tool to use, but I've played with it and, for a beginner in the 3D modeling like me, I can say it does the job.
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Old 05-16-2018, 09:20 PM   #9
Trekkie
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Quote:
Originally Posted by GLS View Post
 Yes, blender might not be a simple tool to use, but I've played with it and, for a beginner in the 3D modeling like me, I can say it does the job.
I have tried 3ds max but that only makes things 4 times more complicated
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Old 05-16-2018, 09:28 PM   #10
GLS
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Quote:
Originally Posted by Trekkie View Post
 I have tried 3ds max but that only makes things 4 times more complicated
I use blender only for the "3D part" and UV mapping, and then I open the mesh file in a text editor and manually edit the texture paths, materials and group IDs... not the best of flows but it gets things done.
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Old 05-16-2018, 09:37 PM   #11
Trekkie
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Quote:
Originally Posted by GLS View Post
 I use blender only for the "3D part" and UV mapping, and then I open the mesh file in a text editor and manually edit the texture paths, materials and group IDs... not the best of flows but it gets things done.
alright i have tried exporting with textures, still no luck.. the weird thing is that it is showing some part of the mesh just a couple of strings, the material Composition does not contain Transparacy... i have also tried new uv maps.. also no luck.. im starting to think orbiter just doesnt like my model
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Old 05-16-2018, 09:49 PM   #12
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Quote:
Originally Posted by Trekkie View Post
 alright i have tried exporting with textures, still no luck.. the weird thing is that it is showing some part of the mesh just a couple of strings, the material Composition does not contain Transparacy... i have also tried new uv maps.. also no luck.. im starting to think orbiter just doesnt like my model
PM me the mesh.
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Old 05-16-2018, 10:00 PM   #13
Trekkie
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Originally Posted by GLS View Post
 PM me the mesh.

you got it
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Old 05-16-2018, 10:42 PM   #14
Donamy
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Meshes can only be one sided in Orbiter. Change all groups to one sided.
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Old 05-16-2018, 11:08 PM   #15
GLS
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Quote:
Originally Posted by Trekkie View Post
 you got it
The group jobottom01 is the group with the issue, and it has exactly 69292 triangles... I haven't checked the manual, but jarmonik says the limit is 65k... there's your problem.

Select some triangles (maybe the outer band or the center portion) and separate them into another group (choose select faces, select what you want, hit the P key to open the separate menu and P again to choose selection).
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