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Yes, I’m aware of this polycount's page. ;) And I think I now have a
good overview of most use cases - the trickiest question currently
is really how to add this to Blender in the best way (i.e. not too
much intrusive over existing tools, we don't want to have to edit
half of Blender's code base!, not too much complicated, and yet
reasonably powerful and future-proof). I’m working on this, keeping
in touch with the maintainers of these areas as well. ;)<br>
<br>
On 08/10/2013 11:50, Michael Knubben wrote:
<blockquote
cite="mid:CALQLihknK98Jc=PQ74ssPeKuJji9OqXuVvHpbPo0_9C3QC2piQ@mail.gmail.com"
type="cite">
<div dir="ltr">
<div>
<div>Here are some more uses for that:<br>
<a moz-do-not-send="true"
href="http://wiki.polycount.net/VertexNormal">http://wiki.polycount.net/VertexNormal</a><br>
<br>
</div>
Particularly for foliage, but there's also something called
'face weighted normals', the effects of which can be achieved
manually (though tediously) but which a script can easily
accomplish:<br>
<a moz-do-not-send="true"
href="http://www.polycount.com/forum/showthread.php?t=85809">http://www.polycount.com/forum/showthread.php?t=85809</a><br>
<br>
</div>
<div>Bastien, do you feel you're familiar with the uses of this,
or would you like me to elaborate?<br>
</div>
</div>
<div class="gmail_extra"><br clear="all">
<div><a moz-do-not-send="true"
href="http://flickr.com/photos/michaelknubben/">http://flickr.com/photos/michaelknubben/</a></div>
<br>
<br>
<div class="gmail_quote">On Tue, Oct 8, 2013 at 11:43 AM, Simon
Broggi <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:simon.broggi@gmail.com" target="_blank">simon.broggi@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Hi Bastien,
<div><br>
</div>
<div>Great to hear that this topic is being worked over!
Guess my approach was a bit naive ;)</div>
<div><br>
</div>
<div>Tangent data editing: Perhaps this would be useful
for anisotropic shading. Lately I had some problems
finding a way to create a direction texture for a
brushed metal shader. I ended up mixing gradients in
different color channels together, not the artist
friendly way ;)</div>
<div>If tangent space was editable, this information could
be stored in mesh data, and a texture would only be
needed for higher resolution, right? And if we would
find a nice way to edit it, this could be very handy.
I'm not sure how often this would be used by artists
though. Certainly the normals have higher priority.</div>
<div>Here's the shader I was using: <a
moz-do-not-send="true"
href="http://wiki.unity3d.com/index.php?title=Anisotropic_Highlight_Shader"
target="_blank">http://wiki.unity3d.com/index.php?title=Anisotropic_Highlight_Shader</a></div>
<div><br>
</div>
<div>
Greetings, Simon</div>
<div>
<div class="h5">
<div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Mon, Oct 7, 2013 at
2:51 PM, Bastien Montagne <span dir="ltr"><<a
moz-do-not-send="true"
href="mailto:montagne29@wanadoo.fr"
target="_blank">montagne29@wanadoo.fr</a>></span>
wrote:<br>
<blockquote class="gmail_quote"
style="margin:0px 0px 0px
0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000"> Hi
Simon,<br>
<br>
I’m currently working over this topic - but
it is not a trivial one, we have to be very
careful with how we manages those custom
normals… You can have a look at my current
working doc, <a moz-do-not-send="true"
href="http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals"
target="_blank">http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals</a>
:)<br>
<br>
Best regards,<br>
Bastien
<div>
<div><br>
<br>
On 07/10/2013 10:12, Simon Broggi wrote:
</div>
</div>
<blockquote type="cite">
<div>
<div>
<div dir="ltr">Hello everyone,
<div><br>
</div>
<div>I've made a python script to
edit vertex normals. <a
moz-do-not-send="true"
href="https://github.com/simonbroggi/Blender-Smoothgroups"
target="_blank">https://github.com/simonbroggi/Blender-Smoothgroups</a></div>
<div><br>
</div>
<div>It lets the user assign some
faces to a group. The normals
connected to a group of faces are
then smoothed individually.</div>
<div><br>
</div>
<div>The simplest application of
this script is to create a beveled
cube with correct vertex normals
and a minimum amount of polygons.
In this image, the cube on the
right is makes use of the script <a
moz-do-not-send="true"
href="http://simon.insert-coin.ch/blenderNormals.jpg"
target="_blank">http://simon.insert-coin.ch/blenderNormals.jpg</a> </div>
<div><br>
</div>
<div>The script has some problems
that make its use destroy
workflow:</div>
<div>-Every time the user enters
edit mode the edited normals are
lost.<br>
</div>
<div>-Modifiers recalculate the
normals. It would be great to use
the script in combination with the
edge split modifier, as this is
another convenient method to edit
normals. Unfortunately the
modifier ignores the normals and
recalculates everything.</div>
<div><br>
</div>
<div>These problems could be solved
by implementing something similar
in the c code of blender. It would
probably make sense to implement
it as a modifier. This would be a
valuable tool for game artists.</div>
<div><br>
</div>
<div>Greetings, Simon</div>
<div><br>
</div>
<div>
<div
style="color:rgb(136,136,136);font-family:arial,sans-serif;font-size:13px">Simon
Broggi</div>
<div
style="color:rgb(136,136,136);font-family:arial,sans-serif;font-size:13px">Aargauerstrasse
60 - 12</div>
<div
style="color:rgb(136,136,136);font-family:arial,sans-serif;font-size:13px">8048
Zürich</div>
<div
style="color:rgb(136,136,136);font-family:arial,sans-serif;font-size:13px"><a
moz-do-not-send="true"
href="tel:%2B41%2077%20401%209115"
value="+41774019115"
target="_blank">+41 77 401
9115</a></div>
<div
style="color:rgb(136,136,136);font-family:arial,sans-serif;font-size:13px"><a
moz-do-not-send="true"
href="http://simon.insert-coin.ch/"
target="_blank">http://simon.insert-coin.ch</a></div>
</div>
</div>
<br>
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