[Bf-committers] Normal Editing Tools (GSOC 2016)

Stefan Büttner buettner.stefan at web.de
Tue Mar 22 15:42:41 CET 2016


Hey Bastien,

thanks for the input. I'm reading the implementation currently.

Also shared the draft on the GSoC site. You can find it here:
/https://docs.google.com/document/d/1TlPlcBGh5n5T5FZslJbMk-vSbM-tpC7-CLBPXn94GaA/edit?usp=sharing/
/
/Cheers/,
/Stefan/
/
On 03/22/2016 02:23 PM, Bastien Montagne wrote:
> Hi Stefan,
>
> Answered mostly already in IRC and with comments on draft gdoc (suggest
> you share the link here, others might be interested to check too).
>
> Just adding here some more general info about custom normals in our code:
> * They are stored as some kind of diff from vertex (aka smooth) normals,
> more precisely, we define a 'loop space' and store custom normals in
> those as two factors (read code for more details). This allows us to
> keep (to some limited extent!) meaningful normals even with deformed
> geometry.
> * However, they are broken once you change the mesh topology, to support
> this you'll need to switch to temp 'full vector' representation.
>
> So you'll have to decide when to use 'encoded' form of normals in BMesh,
> and when to manipulate raw vectors.
>
> * As commented, deciding how we allow to control face corners' normals
> (UI wise and code wise) is a crucial design topic that should be tackled
> very early (do we define a new selection mode? a new edit mode? etc.)
>
> Would also suggest you create your draft on google site asap, easier to
> handle all review/interaction in one place ;)
>
> Cheers,
> Bastien
>
>
> Le 20/03/2016 19:16, Stefan Büttner a écrit :
>> Hey there,
>>
>> I am interested in the Normal Editing Tools project for GSOC 2016.
>> This topic has been discussed on blenderartists ([1], [2], [3]) and
>> requested heavily in the past.
>> So, I stumbled over several add-ons ([4], [5]) and [Blend4web] [6] which
>> address this topic already.
>> In order to collect additional material on the topic (implementations
>> discussions, feature requests, etc.), I was wondering if you guys could
>> provide me with more information that you found or know of.
>> Concerning feature ideas, I thought about looking at other software like
>> [Softimage] [7], Maya or 3Ds Max in addition to the requests in various
>> forum discussions.
>> Implementation-wise I read about [BMeshes] [8] but still need to
>> understand how they integrate into blender (especially if it's the only
>> mesh data structure).
>>
>> Cheers,
>> Stefan
>>
>> [1]:
>> http://blenderartists.org/forum/showthread.php?284736-Normals-Editing-in-Blender
>> "Discussion on Blenderartists, 2013-2015"
>> [2]:
>> http://blenderartists.org/forum/showthread.php?251402-Addon-Recalc-Vertex-Normals
>> "Add-on for Blender, 2012-2013"
>> [3]:
>> http://blenderartists.org/forum/showthread.php?225925-Edit-vertex-normals-by-Phyton
>> "2011"
>> [4]: https://github.com/isathar/Blender-Normal-Editing-Tools "Add-on for
>> blender, Oct. 2015"
>> [5]: https://github.com/isathar/Blender_UDK_FBX_Tools
>> [6]: https://www.blend4web.com/en/article/131/ "Blend4Web Normal Editing
>> Tools, June 2015"
>> [7]: https://youtu.be/iH3p8N7qbv8 "Example of Softimage Normal Editing
>> features"
>> [8]: https://wiki.blender.org/index.php/Dev:Source/Modeling/BMesh/Design
>> "Design Notes of BMeshes"
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