[Bf-committers] Re: [Bf-blender-cvs] CVS
cbarton at metavr.com
Wed Feb 8 14:30:15 CET 2006
Ben Batt wrote:
> On 2/8/06, Ton Roosendaal <ton at blender.org> wrote:
>> - Autosmooth now calculates smoothing based on original object-space
>> vertex locations, not global coordinates. This ensures consistant
>> autosmoothing for each frame. Also fixes missing vectorblur for parts.
>> Nice task for a dev: put autosmooth code in end of modifier stack... then
>> it also shows in 3D window
> I'm just about to start making an autosmooth modifier (suggested by
> ideasman). This would do exactly what you have in mind (I think). Do
> you think it would be better as a modifier, or kept as an option in
> the object buttons and automatically applied at the end of the
> modifier stack? I'm inclined to go with a modifier, personally.
> Ben Batt (artificer)
we are looking at different ways to calculate vertex normals- 2 ways
seem good- face angle (where the angle is measured at the corner of the
vert) and used as a weight when adding all face normals..
and cone median- where a cone is fitted to all the face normals of a
vertex. this is easy to do with Min/Max - x/y/z but that results in a
square cone- rotating the object could change the normals? - Ideal is a
circular cone. but thats tricky.... still havnt come up with an ideal
If its a modifier the method for generating normals could be an option-
Problems is this will require splitting verts- so cant be applied before
subfacing. (unless derived mesh structure changes to support per face
normals) - probably just let users find that out :)
My use for autosmooth modifier is python exporters can then save the
bother or calculating normals at export time, as you can imagine- this
But exporters and external rendering engines would benefit of course..
Having wysiwyg smoothing would be nice too.
Campbell J Barton
133 Hope Street
Geelong West, Victoria 3218 Australia
e-mail: cbarton at metavr.com
phone: AU (03) 5229 0241
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