How to avoid shadows with WOP?

When I rotate a mesh using WOP the shadow of the mesh itself also rotates…


It doesn’t look good.

And I have all the shadows disabled.

So it’s casting an inexplicable shadow somehow.

This is my material:

Is there any trick to not see the shadow?

Thank you so much!!

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Apparently, you can recalculate the normals in your shader

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Thank you so much @ClockworkOcean
I will watch the video and I will tell you about my results. :heart:

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Hi @ClockworkOcean

The video was very helpful. I was able to solve the shadow issue (recalculate the normals).

However, the guy in the video forgot to mention that for the calculation to work, you had to uncheck the option I put in the red square. 30 minutes of tutoring and man, he forgot to say the most important thing… I almost went crazy. LOL

I left it here so that whoever comes after doesn’t have to suffer.

But now I have a second problem…

Do you know how to smooth the surface? XD

My pill looks very low poly this way.

I smoothed the surface with Blender

However, it seems that WOP doesn’t care about that.

So a little help to smooth the surface is much appreciated.

Thank you so much @ClockworkOcean


Edited:


Well… I found a way to smooth out the surface… by simply adding the normals by a random vector until everything looks the way you like it.

A more elegant method than this is also welcome.


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The smoothing should be exported correctly from blender and not recalculated in unreal

Set smoothing to face on export

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I think it’s better this way… I tried making several Bakes to make the normal map and none of them seemed satisfactory.

This was the best I got

There were a lot of strange reflections on the surface.

It must be that I haven’t gotten the hang of it yet.

Maybe I need more training XD

Smoothing != normal maps.

Smoothing => Depends on vertex normals orientation. Blender doesn’t visualize this in detail (only red or blue depending on the direction)

Maya has a way to show this

Hard shading


(see that each vert corner goes in it’s own direction)

Averaged shading (smooth)

Each direction of the vertex normal calculation is averaged with it’s neighbor.

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Thank you for teaching this.
I definitely still have a lot to learn about modeling.
When I started with Blender it seemed to me the most complicated program I had ever used.
And I had technical drawing classes at university with AutoCad.
But getting started with Blender was really a pain… Now I know a lot of things… but I still don’t know anything about the sculpting tools.
Always learning!! :heart:

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Blender has the same function here

Smooth Shade

Flat Shade

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Ok, yes… i use it to flip the normals…
Or rather, to know where the faces are looking.
I think it also paints them blue and red.
But I didn’t know that vertices were used for smoothing.

It’s also a strange concept, that of “painting vertices”
Actually when I paint a mesh I select the polygons.
I need to look into that too… painting vertices looks really weird.


Yes, i can see how the angle of the vertices is different in each case… on the “Smooth Shade” they are more closer together.

And in the “Flat Shade” they are more separated.

I understood the concept!!

Thanks for showing me that @3dRaven :heart:

I apologize if I write something “incoherent” some times…
I write it quickly, translate it into English as best I can… and then when I review it I realize that I messed up a couple of times…
Don’t think I’m crazy… just I am not a native English speaker… :rofl:
:heart:

No worries 3d art is a vast subject, not everyone has the time to delve into it’s madness ;).

The normal maps are basically a pixel shader versions of the values of the vertex smoothing (that’s why you can fake light interaction on a per pixel level in them). But they are more costly than simple vertex shading.

Just like if you have vertex lighting (calculated by interpolating the lighting that hits each vertex) and pixel lighting that calculates it on a per pixel basis.

Thank you!!!

I used a program to do lighting calculations (DAISALUX). For real installations… I remember the program spending hours doing calculations for just one room. And unreal does it in real time… But it has its logic. That program makes calculations per unit of surface. (Candles/m2 or lux/m2). (Among other types of calculations)… And that’s why it takes so long.

However, as you say, calculations for each vertex can eliminate a large amount of calculation surface. Simply averaging is optimization.

It seems to be all about optimizations…
32 Cores an just One Game thread… :man_facepalming:
I don’t think I’ll ever get over this… In 2025… LOL
I’ll have to learn to live with it.

Thank you so much @3dRaven

Agreed, Blender is not an intuitive program. Mostly because the interface has grown over time, and is a real hotchpotch of mechanisms.

I think they need to totally re-write the interface, and then can leave the ‘use old interface’ flag for those who don’t want to switch.

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And the keyboard shortcuts are endless. It takes a lot of time and practice to learn them all.
You also have to be constantly switching from object mode to edit mode… and selecting objects.

To do anything you need to do a series of other things first… so that makes it a slow process.

Not to mention that sometimes for some understandable reason there are vertices that have not been merged and you need to run the “merge” command very often.

Another thing that could be improved a lot is the boolean functions… it could be more automatic. When you do booleans you always end up having to manually adjust vertices one by one…

Is it a good program? Yes, without a doubt.
Can it be improved? a lot… above all, making it easier and faster to use.

There are good plugins for that ( like box cutter / hard ops ).

What I hate, is not being able to pan the camera in place, like you can in the engine with RMB.

When I’m working very closeup, and can’t just pan slightly to work on another bit. I have to zoom out and re-select and zoom in…

Also can’t wait for AI UV mapping. Something that AI might actually be useful for, rather than using it to fill the world with grey derivative sludge, as is mostly the case… :rofl:

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Yes, that could be very good…I’ve seen some programs that make 3D models from images.
But they are still very immature.

The meshes they generate have many defects (too many polygons, holes, etc.)
At the moment I think it is less work to make a new one by hand than to fix all the defects in the meshes generated by AI.

But it seems that generative AI is advancing fast. Maybe soon we will have tools that work well.

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