For RingGeometry and PlaneGeometry, I am having trouble with face normals when it comes to printing the stl file I generate from object mesh. I am wondering if there is a way to flip the face normals without changing the orientation of the mesh?
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I think you mean PlaneGeometry? – prisoner849 Oct 30 '16 at 21:43
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@prisoner849 Yes, a typo. – user1449456 Oct 30 '16 at 22:19
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In stl format, to calculate normals you have to use the right-hand rule for the order of vertices in a triangle. But I think you know about it already. Can you provide more information? For example, what you have in a scene, what you expected to get and what you really get in the exported stl file. – prisoner849 Oct 31 '16 at 08:22