[Bf-committers] Triangulate modifier

metalliandy metalliandy666 at googlemail.com
Sat Nov 10 18:02:30 CET 2012


Thanks for the clarification, Morten!

You are of course 100% correct. :)

-Andy

On 10/11/2012 14:10, Morten Mikkelsen wrote:
>>> When baking with an all quad mesh, the triangulation that is done
>>> internally in Morten's TS might not match the manual triangulation that
>>> the user applies on export, which potentially could cause issues because
> This is not exactly the issue. Let me clarify.
> The mikktspace part is done at quad level if there are quads and will
> always give the same
> tangent spaces at vertex level no matter what the order of vertices or
> faces is.
> This is its very strong advantage which other tangent space calculators
> can't do.
>
> After mikktspace has already run the problem occurs at a later stage
> because before rendering/baking triangulation has to have been performed.
> So the issue is eventhough the tangent spaces at the vertices aren't
> impacted by how quads are triangulated (since triangulation happens later)
> the interpolated tangent space is heavily impacted by which diagonal is
> picked. Similar to how Gouraud shading is heavily impacted by which
> diagonal is picked. So eventhough tangent space is consistent at the
> vertices you get problems if baker and render don't pick the same
> triangulation
> due to differences in the interpolated tangent space.
>
> I should mention I am using "render triangulation" loosely here since it
> can happen in a lot of places though for a game it would typically happen
> somewhere in the engine's tools pipeline. Anyway the advantage to this
> modifier is it enforces a consistent triangulation which will be received
> by both baker and renderer (incl. Blender's renderer). Further, this is
> achieved without causing permanent triangulation.
> It's a sensible practice which is already used by artists in other modeling
> products.
>
> Morten M.
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