[Bf-cycles] cycles point normals

Brecht Van Lommel brechtvanlommel at pandora.be
Sat Jun 11 14:13:29 CEST 2016


Things do indeed get more complicated in that case. In Blender we
don't have custom animated normals as far as I know, so it's not an
issue we have to deal with. You could try to delay the splitting until
after motion blur data has been exported, storing the normals per
corner as an intermediate step and splitting at the end when you have
all the information.

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