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Hard edge normals

  • knj
  • July 23, 2012 at 9:53 AM
  • knj
    • July 23, 2012 at 9:21 PM
    • #21

    PhilipK, thanks for summing this threat nicely

  • PogoP
    • July 23, 2012 at 9:25 PM
    • #22

    Don't get me wrong, I wasn't saying to keep everything on one smoothing group *all the time*. What I would have done is chamfered the edges and then run my normal script to adjust the normals for the faces to get a smooth normal map. Probably should have gone into more detail, it was early and I was tired.

    Good breakdown Philip.

  • knj
    • July 23, 2012 at 9:29 PM
    • #23

    Pogop, but yea, beveling it still helps, but not with one smoothing group

  • PogoP
    • July 23, 2012 at 9:50 PM
    • #24

    You could bevel it, use one smoothing group and tweak the normals using something like this:

    http://wiki.polycount.com/VertexNormal# ... _MAXScript

  • Steppenwolf
    • July 24, 2012 at 1:22 PM
    • #25

    Nice explanation Philip. You should write some new tutorials when you have the time. Your tutorials are always the best.

    Noob question: Doesn't beveling also create more vertex data because you create more geometry? What would be the difference in vertex data between a simple cube like that with split uv's and the beveled cube with one smoothing group? I have to admit i don't know much about that. Also the beveled cube wouldn't you still have to split the uv's one way or another to reduce distortion? Also arn't small thin polygons actualy pretty bad for rendering performance? I thought i've read about that a couple times.

    I learned it with uv splits and different smoothing groups from the start. Beveling is more like a last resort to me when i can't get nice normals on rather complex geometry.

  • ElectroSheep
    • July 24, 2012 at 2:56 PM
    • #26

    Vertex count are the same i think (but philipK should be the one with the good answer ) Also, does uv in the first round need to be splitted ?

  • e-freak
    • July 24, 2012 at 3:26 PM
    • #27

    [Blocked Image: http://www.ericchadwick.com/examples/provost/byf2_figure2.jpg]

    this was posted on polycount a while ago. basically every of these operations creates another vertex internally.

  • Pampers
    • July 26, 2012 at 6:12 PM
    • #28

    some relevant updates in the newest UDK version http://udn.epicgames.com/Three/XNormalWorkflow.html

  • knj
    • July 26, 2012 at 7:51 PM
    • #29

    If it is working soo good it is PURE WIN !!

  • Em'
    • July 28, 2012 at 9:31 AM
    • #30

    Very interesting PhilipK !

    Do you guys know a good and free () plugin for editing vertex normals in maya ?

    I must experiment this ! :embarrassed:

  • PhilipK
    • July 28, 2012 at 6:31 PM
    • #31

    http://migugi.net/mel/normalTools/

    This one is awesome! I use it all the time. Not only for just straightening out beveled surfaces but sometimes create different type of illusions from geometry by just altering the shading (this plugin has a very useful type in dialogue and copy paste normal info settings)

  • Rick_D
    • September 4, 2012 at 8:18 AM
    • #32

    is there a decent way to tweak normals in maya, the regular 'vertex normal edit' tool is pretty shit and doesn't give you any real constant, precise control. or am i missing something

  • knj
    • September 4, 2012 at 11:54 AM
    • #33

    why not use the one that philipK just posted above ?

    i'm using that and this kick ass, and at some point i use hard/soft edge maya functions, it's good !

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