On 09/02/2018 at 03:10, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R19
Platform: Windows ;
Language(s) : C++ ;
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I know that I can call
Vector32* normalsVal = m_actual_obj->CreatePhongNormals();
for (int f = 0; f < m_actual_obj->GetPolygonCount(); f++) {
normalsVal[f * 4 + 0] = Vector32(0, 1, 0);
normalsVal[f * 4 + 1] = Vector32(0, 1, 0);
normalsVal[f * 4 + 2] = Vector32(0, 1, 0);
normalsVal[f * 4 + 3] = Vector32(0, 1, 0);
}
DeleteMem(normalsVal);
But it drives me to a weird effect it still looks smooth (it is a human character) and the normal maps looks ok on the viewport and inverted on the render, or if I switch the normalmap channels that effect is switched (ok on the render but wrong on the viewport)
Is there any other way to define the normals of my polygon object manually?