- Texture Mapping
- Flipped Triangles
- Strange Vertex Normals
- Single-sided Geometry
- Imported Circular Models Too "Edgy"
Z-fighting may occur when there are two or more triangles that are intersecting each other in several points. This can be fixed by either removing overlapping geometry or by moving overlapping geometry a bit. Moving individual nodes is currently not supported in Model Lab, so this must be fixed in other 3D-modelling software.
Our mesh reduction algorithms do not respect texture coordinates when doing the mesh reduction. This is a problem for models that already have textures applied. If the textures that are to be used consist of a repeatable pattern, you can usually save the situation by using Repair UVs for selection found in the Repair controller.
Even though your model does not contain any textures during import, it is usually a good idea to use Repair UVs for selection for the complete model before export. By doing this, the model will look much better if a texture is applied to it in CET.
Sometimes models that are imported into Model Lab have some triangles that are turned inside out. This is a consequence of the order in which the vertices forming the triangles are defined.
To fix this problem, simply select the node with the problem and choose Flip triangles for selection in the Repair controller.
Strange Vertex Normals
Some imported models have problems with their normals for their vertices. This is a pretty common problem when the 3D-modeler has used a mirror operation when creating the model. This can be detected by noticing that the shading across the mesh behaves strangely. For instance, it can be much darker compared to other meshes.
This can easily be fixed by selecting the node with the problem and choose Repair normals for selection found in the Repair controller.
Some models are created in programs that always render double sided geometry. CET does not render everything as double sided, since this decreases performance. This means that some models might appear to have holes when imported to the Model Lab. You can fix this problem by making the selected nodes double sided. Keep in mind that double sided geometry is more expensive to render, so only use double sided if you really need it. Select the nodes with the problem an choose Make selection double sided in the Repair controller.
Imported Circular Models Too "Edgy"
When importing a single model or batch converting models, the resulting round parts of the model(s) in Model Lab can look polygonal/edgy. This is in part of an effort to decrease the number of triangles representing a circular model, thus increase performance. However, there is a way for you to control how much edgy is too edgy by the Surface tolerance field. The lower the value, the more rounded a circular model will appear and vice versa. This can be found in:
Surface tolerance setting in Model Lab
Surface tolerance setting in Batch Converter
|0.5 surface tolerance||0.001 surface tolerance|