Ilumination problem

Why happens this:( The ilumination shows a triangle shaded of the texture)




what kind of scene is it, imported from a model or self made jme boxes ?

if its imported, maybe it has a flat instead of smooth shading, or maybe wrong normals?

It looks like it uses a lightmap for lighting, does the lighting look fine there?

Its a Collada model imported in blender. I baked the ambient occlusion in the textures, but the default light of JMEGame makes wrong illumination, only shade a triangle of the quad.



In blender the normals looks good.

How many textures are you using for the model? only one big? Are you using some part of the texture more than once in the model?

If so then you can not bake your AO/ligting into the texture in blender.

Did you export your model in TriMesh or PolyMesh ? because Collada importer doesn't like polygons

The model in blender have quads but in the collada exporter i specificate Triangles.



I Triangulated the mesh before export and the artifact don’t disapear (but change).

Look:


Haladria I use a 10 “big” baked textures. xD

I’m creating a SSAO shader to use a non baked textures, but i have a questions. Haladria you haven’t done a ssao shader already? Because if you can help me i posted my questions in this post:

http://www.jmonkeyengine.com/jmeforum/index.php?topic=9720.msg74758#msg74758

I can't really recommend using collada… There were a lot of issues with that format in jME before.

Try OBJ perhaps?

Momoko_Fan said:

I can't really recommend using collada... There were a lot of issues with that format in jME before.
Try OBJ perhaps?


Second that - Collada opens up many an issue

I tryed to load the mesh in OBJ files and looks good. Thanks!!