[Bf-cycles] cycles point normals

Mohamed Sakr 3dsakr at gmail.com
Sat Jun 11 20:39:25 CEST 2016


thanks Brecht, looks like a good idea, gonna try to apply it.

On Sat, Jun 11, 2016 at 2:13 PM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> 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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