Normals/ lighting in a bundled mesh versus separate meshes

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0 comments, last by cozzie 9 years, 4 months ago

Hi,

I was doing some tests and noticed that the lighting/ normals in my scene differ in the following 2 situations:

1 - 1 big mesh file, exported and rendered

2 - the mesh splitted into several sub objects, rendered one by one

The difference occurs with directional lighting (own engine).

Before digging into normal values etc., I'm curious if someone might have thoughts what could cause this?

Here's an example.

Rendered as 1 big mesh:

coll-1meshfp.jpg

Same scene, but now the 'balls' are rendered as individual objects:

coll-ind_meshfp.jpg

With objects rendered individually, the normal map is clearly better (clearer etc.)

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Found it, it was a problem with my material settings (different materials with same texture, one was used for both).

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

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