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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">&lt;<a moz-do-not-send="true"
              href="mailto:simon.broggi@gmail.com" target="_blank">simon.broggi@gmail.com</a>&gt;</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">&lt;<a
                            moz-do-not-send="true"
                            href="mailto:montagne29@wanadoo.fr"
                            target="_blank">montagne29@wanadoo.fr</a>&gt;</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>
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