[Bf-cycles] cycles point normals

Mohamed Sakr 3dsakr at gmail.com
Sat Jun 11 12:10:26 CEST 2016


hmm, good point :)
my only concern here is: when you do a motion blur, and the mesh topology
changes, what if point count changed? "due to normals split"., how you
gonna export the motion blur data? (the ugly way via tracking main frame
mesh points using a map, but not optimal).

On Sat, Jun 11, 2016 at 11:05 AM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> It depends on the specific mesh which is more memory efficient. I
> expect that in the typical case only a small number of vertices needs
> to be split, and the extra memory ends up being smaller than the extra
> memory required for storing all normals per corner. Game engines do
> such splitting too, but for all attributes including UVs, that would
> likely reduce memory usage further.
>
> On Sat, Jun 11, 2016 at 4:12 AM, Mohamed Sakr <3dsakr at gmail.com> wrote:
> > Hi,
> >
> > I'm wondering why Mesh point normals attribute "aka
> ATTR_STD_VERTEX_NORMAL"
> > is per vertex not per corner, why not making it a corner and avoid the
> point
> > splitting? wouldn't this make mesh more consistent and using less
> memory??
> > please advise.
> >
> > cheers,
> > Mohamed Sakr
> >
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