[Bf-viewport] Proper handling of normals
Ton Roosendaal
ton at blender.org
Sun Jun 7 12:56:05 CEST 2015
Hi,
Let's not turn this list into a feature request discussion.
Design for tools (mesh layers, modifiers) is only slightly related to what we want to achieve. A better normal editing feature would automatically work in new (or old) viewports.
I also prefer to have people talk here who are interested to help out as developer and designer.
-Ton-
--------------------------------------------------------
Ton Roosendaal - ton at blender.org - www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
On 6 Jun, 2015, at 14:38, Light BWK wrote:
> Hi,
>
> I would like to talk about the state of normals handling for the
> viewport project. Current viewport & BI, when normals are edited, many
> things will cause the edited normal to fail and showing artifacts.
>
> The first way that edited normals will fail is when any modifier is
> present. I have personally confirmed it with few other artists that
> object modifiers in generate, deform & modify categories, will cause
> unpredictable normal behavior.
>
> The second way that edited normals will fail: when using standard
> shaders in BI. The problem is worsen when cast/self shadow is turn on.
>
> For the new viewport, many artists are requesting normals to be
> available as multi channel data like any other data in object data tab
> (vertex group, Shape keys, UV maps, Vertex color).
>
> Thanks,
> WK Bong
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