If the material turns black with normal maps, then the tangents are missing.
The dynamic mesh examples in our help patches don’t address this issue, their setup is too simple.
But @ravazquez and @joreg currently work on new meshes and hopefully can update the dynamic mesh nodes so that they also use the stride procedural mesh pipeline that takes care of these things.
see:
vvvv:preview/2021.4
← ravazquez:geometry3Sharp-primitives
opened 06:44PM - 17 May 22 UTC
Adds new 3D primitives to VL.Stride using geometry3Sharp to generate the meshes … and associated metadata.
Source code for the fork of geometry3 used can be found here: https://github.com/vvvv/geometry3Sharp/tree/cylinder-cone-improvements
# Changes
- BoxMesh: added Tessellation input
- CylinderMesh added vertical Tessellation and From/To angles, allows hiding Caps, individual radius for top and bottom
- ConeMesh: added vertical Tessellation and From/To angles, added UV modes
- All meshes have an optional boolean "Clockwise" pin which inverts the triangle order resulting in flipped triangle normals
# Breaking changes
Since the intention is to replace the existing Box, Cone and Cylinder Stride meshes with the new geometry3 equivalents, the following are differences introduced by the new meshes which are considered to be "breaking changes" but are in most cases improvements:
- Cylinder's initial rotation
- Different vertex order
- Box's UV in the top cap is now flipped in Y
- Cone:
- Bottom cap amount and disposition of triangles are different
- Tessellation is a 2D integer instead of just an integer
- Cylinder:
- Top and bottom cap triangles are now radial
- Top cap's UV is now flipped on X and Y
# New features
## Entity nodes
- BoxSphere
- Disc
- RoundRectangle
## Mesh nodes
- BoxSphereMesh
- DiscMesh
- RoundRectangleMesh
and: