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    <title>topic Re: Viewport shading problem? in 3ds Max Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-forum/viewport-shading-problem/m-p/8171743#M41349</link>
    <description>&lt;P&gt;Hi,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;In the first screenshot, the totally black object has a flipped normals,&lt;/P&gt;&lt;P&gt;Select it and in the Lathe parameters rollout check the option Flip Normals,&lt;/P&gt;&lt;P&gt;I guess the white color in the second screenshot is an applied material and not&lt;/P&gt;&lt;P&gt;A wirecolor. You can test this by removing the material and making the objects black&lt;/P&gt;&lt;P&gt;Again and test. You need to understand that each Polygon has an outward face direction(positive normal)&lt;/P&gt;&lt;P&gt;And an inward face direction(Negative normal). You can, on the internet, check the role of normals&lt;/P&gt;&lt;P&gt;In 3D applications. The totally black object has its&amp;nbsp;positive normals pointing&amp;nbsp;&lt;/P&gt;&lt;P&gt;To the opposite direction&amp;nbsp;of the view, that means&amp;nbsp;you're looking&amp;nbsp;at its back faces&lt;/P&gt;&lt;P&gt;Where normals are negative.&lt;/P&gt;</description>
    <pubDate>Wed, 01 Aug 2018 20:51:08 GMT</pubDate>
    <dc:creator>miledrizk</dc:creator>
    <dc:date>2018-08-01T20:51:08Z</dc:date>
    <item>
      <title>Viewport shading problem?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/viewport-shading-problem/m-p/8171523#M41348</link>
      <description>&lt;P&gt;I'm fairly new to 3Ds Max so I apologize in advance if the solution is obvious.&lt;/P&gt;&lt;P&gt;I cannot for the life of me figure out why those two objects look different in the viewport even though the exact same colour is applied to them.&lt;/P&gt;&lt;P&gt;I'm trying to model a simple chess set, I'm drawing the profile using the line tool and then applying the lathe modifier.&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm using 3Ds Max 2018 (student version), on Windows 10. Any help is appreciated because this is driving me crazy&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;EDIT:&amp;nbsp;&lt;/P&gt;&lt;P&gt;I just noticed that this problem only occurs when using the colour black, I tried other colours and it works just fine.&lt;/P&gt;</description>
      <pubDate>Wed, 01 Aug 2018 19:32:51 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/viewport-shading-problem/m-p/8171523#M41348</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-08-01T19:32:51Z</dc:date>
    </item>
    <item>
      <title>Re: Viewport shading problem?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/viewport-shading-problem/m-p/8171743#M41349</link>
      <description>&lt;P&gt;Hi,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;In the first screenshot, the totally black object has a flipped normals,&lt;/P&gt;&lt;P&gt;Select it and in the Lathe parameters rollout check the option Flip Normals,&lt;/P&gt;&lt;P&gt;I guess the white color in the second screenshot is an applied material and not&lt;/P&gt;&lt;P&gt;A wirecolor. You can test this by removing the material and making the objects black&lt;/P&gt;&lt;P&gt;Again and test. You need to understand that each Polygon has an outward face direction(positive normal)&lt;/P&gt;&lt;P&gt;And an inward face direction(Negative normal). You can, on the internet, check the role of normals&lt;/P&gt;&lt;P&gt;In 3D applications. The totally black object has its&amp;nbsp;positive normals pointing&amp;nbsp;&lt;/P&gt;&lt;P&gt;To the opposite direction&amp;nbsp;of the view, that means&amp;nbsp;you're looking&amp;nbsp;at its back faces&lt;/P&gt;&lt;P&gt;Where normals are negative.&lt;/P&gt;</description>
      <pubDate>Wed, 01 Aug 2018 20:51:08 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/viewport-shading-problem/m-p/8171743#M41349</guid>
      <dc:creator>miledrizk</dc:creator>
      <dc:date>2018-08-01T20:51:08Z</dc:date>
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