[Bf-committers] Re: [Bf-blender-cvs] CVS commit: blender/source/blender/render/intern/source convertblender.c pipeline.c

Stealth Apprentice stealthapprentice at yahoo.com
Thu Feb 9 18:41:32 CET 2006


You could also use the normal evaluated from a
catmull-clark subdivision limit surface. This can be
computed directly using Stam's method. Stam's method
is fast enough for realtime in games.

STAM, J. 1998. Exact Evaluation of Catmull-Clark
Subdivision Surfaces at Arbitrary
Parameter Values. In Proceedings of SIGGRAPH,
395–404.

The nice thing about using the normal from the CC
limit surface is that the shading of the poly mesh
would agree with the shading of the equivalent subd
mesh, which allows LOD substitution without popping of
the lighting.



--- Campbell Barton <cbarton at metavr.com> wrote:

> Ben Batt wrote:
> > Hi,
> >
> > 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.
> >
> > Regards,
> > 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 
> solution...
> 
> 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 
> isnt fast..
> But exporters and external rendering engines would
> benefit of course..
> Having wysiwyg smoothing would be nice too.
> - Cam
> 
> -- 
> Campbell J Barton
> 
> 133 Hope Street
> Geelong West, Victoria 3218 Australia
> 
> URL:    http://www.metavr.com
> e-mail: cbarton at metavr.com
> phone: AU (03) 5229 0241
> _______________________________________________
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>
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> 


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