[Bf-cycles] cycles point normals

Mohamed Sakr 3dsakr at gmail.com
Sat Jun 11 12:11:03 CEST 2016


by mesh topology changes here I don't mean point/poly count, I mean just
shapes (so normals changes)

On Sat, Jun 11, 2016 at 12:10 PM, Mohamed Sakr <3dsakr at gmail.com> wrote:

> 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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