I have a mesh with 26 very non-planar faces arranged into a cone shape. I have extracted 1 mesh face in order to more clearly show its shape:
I then used the vertex coordinates of this face to create a new mesh with this one face. But now the shading is placed on the sides rather than the top of the face:
I copied over the surface normal from the original mesh to try and prevent this.
In the original mesh, the 0-1-2 and 0-3-2 triangles are shaded. In the 1-face mesh, the 1-0-3 and 1-2-3 triangles are shaded.
Here is the .3dm file for the above:
Mesh with wrong shading.3dm (91.6 KB)
How can this be fixed so the 1-face mesh is shaded the same way as in the original mesh? What makes the shader think the 1-mesh face is different?
I thought this would be an easier way to show the non-planarity of the non-planar mesh faces by coloring this new face. And indeed the stand alone mesh face colors up very nicely since there are no adjacent faces bleeding their colors into this one.
I also tried adding a colored nurbs surface over the mesh face but it gets shaded/colored in the same undesired way. The mesh faces in this example cannot easily be modeled with a nurbs surface due to the sharp bend at the 0,2 vertices so that may be part of the problem.
I could triangulate this non-planar quad and color the 2 pieces but I am at a loss as to how to identify cases like this. This is not a good choice for nearly flat faces as it injects a distracting line at the shared boundary and creates different shading on the 2 triangles.
@dale any idea how to fix this?
Regards,
Terry.