8. Normals inside PresenZΒΆ

In the 3D industry there are so many different work-flows and programs, that when you compile all your geometry together, normals can end up being wrong. For a standard perspective render, you might experience problems with bad normals, but for PresenZ the implications will be more severe.

PresenZ, in the detection phase, is using the surface normals to determine the optimal viewing location for every point in space. Thus, having wrong normals will lead to under or over defined surfaces.

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If you encounter problems such as major Moire effects, you should check your normals, possibly with a quick normal shader render.