The browser entry suggests a spline/lathe creation. It´s easy to mess up with normals - but it´s easy to fix: the lathe creator allows to "flip normals" and "reversing" the spline will do the same. ;-)may I ask you how did you make this mesh?
The browser entry suggests a spline/lathe creation. It´s easy to mess up with normals - but it´s easy to fix: the lathe creator allows to "flip normals" and "reversing" the spline will do the same. ;-)
Cheers
Frank
No - no way back - but you always can keep a duplicate hidden in the same scene. And if you´re just using simple shaders and no complicated UV mapping you can stay with the creators as long as you wish to. You don´t have to make it editable just for rendering purposes.I know this is another subject, but I was wondering if there was a way to convert an object back to its native components (spline/lathe) after it's become a PolygonObject?
No - no way back - but you always can keep a duplicate hidden in the same scene. And if you´re just using simple shaders and no complicated UV mapping you can stay with the creators as long as you wish to. You don´t have to make it editable just for rendering purposes.
Cheers
Frank
I recreated the glass object using two cylinders and the boolean subtract function, and the object rendered just fine without having to adjust anything.
Hi Steve,
I'm glad you got the help you needed.
I'm just a newbie here, but you could also try to create a glass using just a cylinder and the shell tool. It might be easier than using boolean
-create your cylinder, select to top and delete
-select all and use the shell tool to make the glass the thickness you want
Erin