[Bf-blender-npr] normal-edit modifier

Vicente vicentecarro at gmail.com
Fri Apr 3 00:46:58 CEST 2015


Hi guys,

I think this video at 4:20 shows what I was expecting from the modifer. 
Somehow I feel that we jump from having no control over the normals to a 
very specialised tool (that apparently is not doing what I, maybe we,  
expected).
https://vimeo.com/115104048#t=260s

Bastien, Do you think what is show in the video can be done with 
Normal-edit modifier?

Regards

Vicente

On 04/02/2015 08:48 PM, Wasili Novratidis wrote:
> Thanks Bastien,
>
> Yeah the cage option worked like a charm. If you put the mesh in 
> wiremode you are able to spot inward bound normals. So the ui feedback 
> is ok.
>
> Yeah I am referring to another proces. In fact want to be able to 
> alter individual normals so you can correct mistakes like these, or do 
> other magic stuff. That is not possible now, but perhaps possible if 
> we can program this into python (if possible). I do not expect this to 
> be on the charts for the devs real soon although there where more 
> steps defined for the normal modifier (as I thought).
>
> Bye,
>
> Wasili
>
> Bastien Montagne schreef op 1-4-2015 om 18:20:
>> Yes, you can show normals (enable cage mode of modifier, switch to 
>> Edit mode and enable relevant normal option (middle button in the row 
>> of three, 'Normals' part of 'Mesh Display' panel, 3DView properties 
>> area). And “no user feedback” with a direct real time update of 
>> shading in viewport…
>>
>> Aside from that, I do not see how you would like this tool to work? 
>> Seems like you are talking about a complete different process than 
>> merely spherizing normals (which obviously cannot work well with such 
>> geometry as our monkey head).
>>
>> Le 01/04/2015 17:29, Wasili Novratidis a écrit :
>>> Vicente schreef op 31-3-2015 om 0:14:
>>>> Hi,
>>>>
>>>> Yesterday I notified this bug 
>>>> (https://developer.blender.org/T44180) but apparently it's not a 
>>>> bug, it's a feature...
>>>> I don't want to argue with the coder, not his fault.
>>>> I know you can do "something" with the groups but even then in the 
>>>> extreme areas you always get a glitch.
>>>> The main use case of normal-edit for me would be to spherify the 
>>>> normals in Anime-styled faces. But right now is completely useless 
>>>> for me.
>>>>
>>>> What do you guys think about it?
>>>>
>>>> Regards
>>>>
>>>> Vicente
>>>>
>>>>
>>>>
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>>> Took another look into this. Yes agree, the workaround would be to 
>>> use different vertex groups. So it is still possible but it is 
>>> something more time consuming. Unless I am mistaken, problem is you 
>>> cannot see the altered normals so you are not aware if this problem 
>>> exists. This is a real issue, no user feedback what you are doing.
>>>
>>> Wasili
>>>
>>>
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>>
>>
>>
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>
>
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