Why does the ray fire from the cage’s edge along the average normal?

Forum Archive Why does the ray fire from the cage’s edge along the average normal?

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  • #75263
    Martin Bergwerf
    Participant

      That looks right to me, naiad.

      #75264
      Thomas Hock
      Participant

        One thing I still don’t understand at all is (assuming the picture of Martin is accurate or very close to what happens internally):
        Isn’t that basically what happens when we set the LP to be smooth (if we don’t subdivide the LP mesh a few times) ? And if so, why do we not run into the problem of flat surfaces appearing to be slightly rounded (as the angle of rays hitting the LP changes from the vert to the center of the face)? 

        #75265
        Martin Bergwerf
        Participant

          Hi Thomas @Nokota ,

          If you use Smooth Shading, it changes the Shading Normals of the Mesh…indeed something like in my picture, but the Ray is cast like the green arrow and finds the Normal in that point to be like the blue arrow (should be straight down):

          Raycast.png

          I hope that makes sense.

          #75266
          Thomas Hock
          Participant

            It does make sense but I still don’t really understand why a smooth shaded LP gives us a different result.
            Is smooth shading changing the way Blender calculates the Normals? As in collecting the Normal Data and then interpolating those Normals to give a smoother result?

            #75267
            Martin Bergwerf
            Participant

              “Is smooth shading changing the way Blender calculates the Normals?”

              Yes!

              Have a look at the Blender 3.0 Basics Course: https://cgcookie.com/lessons/intro-to-blender-and-cg-cookie

              This lesson for instance:  https://cgcookie.com/lessons/mesh-normals-and-shading 

              #75268
              Thomas Hock
              Participant

                Hey, sorry, I communicated unclearly.
                I understand that Normals of adjacent faces get interpolated when using Smooth Shading instead of Flat shading.

                While trying to explain to you better what my problem is (or rather was), I think I understood what you were trying to tell me. And I am pretty sure I now also understood the thing I could not wrap my brain around. I’m still having problems on understanding what the exact math is behind it but I’ll figure that out.

                Thanks for your Help, Martin!

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