Hi,

In fact I export blender object to .3ds file by using blender export
function. To check if the probleme comes from this export function, I
exported also my object to .ac (AC3D) file format.
To obtain the same view of my "IMS" square (I want my camera in front of the
square, not above), I have to change the position of my camera from (0, 0,
-20) to (0, 20, 0), so it seems that the frame of ac3d is rotated from -90°
around X-axis. Because of this axis rotation, I have dispaced my Light to
the position (0, 15,20) to recreate the same scene than with the .3ds
object. The results are totally different.
I have attached four image to this mail. The first is the result obtained
with .3ds file. The second is the result if I use .ac file without changing
camera position. The third is the result obtained by changing camera
position. And the fourth is the result when I changed camera position and
light position.

It seems, that with AC3D file (.ac), I have not the probleme of the
"bottom-left corner". But the black color of the square around the IMS text
is become grey! When I displace the light , the square seems to be less
enlighten. I don't understand why...

Have anybody had the same kind of problem?

Jean-Baptiste.


2008/6/18 Paul Melis <[EMAIL PROTECTED]>:

> Jean-Baptiste Authesserre wrote:
>
>> This is the result when I remove the helmet. I really don(t understand.
>> The square is obtained thanks to the following way. I ceated a cube with
>> blender 3*3*0.1 (small depth along th Z-axis)
>> I load on that cube a texture. I attach to this mail the result without
>> the helmet and the texture attached to the cube.
>> It's very strange...
>>
> You can check the .osg file exported by Blender to see if the normals are
> set correctly. There shouldn't be that many for this simple model I suspect.
>
> Paul
>
>
>> 2008/6/18 Paul Melis <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>:
>>
>>    Jean-Baptiste Authesserre wrote:
>>
>>        Sorry for the previous mail. I'm a little confused. My camera
>>        is configured to take Y-axis as UP axis. In my 3D-model, I put
>>        the helmet so that the bottom of the helmet correspond to
>>        negative Y, and the top to positive Y (cf attached figure).
>>        The camera look at (0, 0, 0). Thus I can obtain the attached
>>        image. To enlight the scene I put the light at 0 on X-axis so
>>        the region around the bottom corners of the square be
>>        enlighten the same way (the square is in the XY plane).
>>        However the region around bottom-left corner is darker than
>>        the region around bottom-right corner. What have I missed?
>>
>>    Ah! You said "my object isn't uniformly enlighten" in your
>>    original mail. With "object" I figured you meant the whole
>>    thing/"helmet". I now see what you mean w.r.t. the dark corner on
>>    the square. Could it be that you have an incorrect normal for that
>>    corner of the square? Are the square and helmet one object? Does
>>    it still show when you display only the square (i.e. could it be
>>    an artifact that actually comes from the helmet, and not the square)?
>>
>>    Paul
>>
>>
>>        Jean-Baptiste
>>
>>        2008/6/18 Jean-Baptiste Authesserre <[EMAIL PROTECTED]
>>        <mailto:[EMAIL PROTECTED]> <mailto:[EMAIL PROTECTED]
>>        <mailto:[EMAIL PROTECTED]>>>:
>>
>>
>>           Hi,
>>
>>           I am a little confused. My camera
>>
>>           2008/6/18 Paul Melis <[EMAIL PROTECTED]
>>        <mailto:[EMAIL PROTECTED]>
>>           <mailto:[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>>:
>>
>>
>>
>>               Jean-Baptiste Authesserre wrote:
>>
>>                   Hi everyone,
>>
>>                   I have some problem with OSG Light, and I don't find
>>                   answer in the osg archives. My problem is the
>>        following :
>>                   I don't understand why with the following code my
>>        object
>>                   isn't uniformly enlighten. (cf. image in attached
>>        document)
>>                   -The black and white square of the image is centered at
>>                   (0, 0, 0) (in world frame with convention (x, y, z))
>>                   -The camera is located at (0, 0, -20)
>>                   -the light is located at (0,20, -15)
>>
>>               If you didn't change this yourself then +Z will be the up
>>               axis, btw
>>
>>
>>
>>                   The code for activating light is the following:
>>
>>                   /*****************************
>>                   ** light *************************************/
>>
>>
>>                      //Creation of light source
>>                      osg::Light* light = new osg::Light();
>>                      osg::LightSource * lightsource = new
>>        osg::LightSource();
>>                      lightsource->setLight(light);
>>                      // put the light source in the scenegraph
>>                      root->addChild(lightsource);
>>
>>                      // turn light on
>>                      osg::StateSet * stateset =
>>        root->getOrCreateStateSet();
>>                      lightsource->setStateSetModes(*stateset,
>>                   osg::StateAttribute::ON);
>>                      light->setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
>>                      //light->setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
>>                      //light->setSpecular(osg::Vec4d(1.0, 1.0, 1.0,
>>        1.0));
>>                      light->setPosition(osg::Vec4d(0.0, 20.0, -15.0,
>>        1.0));
>>
>>
>> /******************************************************************************/
>>
>>                   So, I don't understand why the bottom-left corner of my
>>                   square is darker than the others corners
>>
>>               I don't see any difference here between left and right
>>        bottom
>>               corners, they're equally dark IMHO. Which seems to make
>>        sense,
>>               as you've put the light source above and little in front of
>>               the camera, but in the center of the object (the X plane).
>>
>>               Paul
>>
>>                   Has anybody an Idea?
>>
>>
>>                   Best regards,
>>
>>                   Jean-Baptiste.
>>
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<<attachment: 001_3ds.jpg>>

<<attachment: 001_AC3D_above.jpg>>

<<attachment: 001_ac3d.jpg>>

<<attachment: 001_ac3d_displacedLight.jpg>>

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