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Author Topic: How to make normals point not from vertices, but from planes?  (Read 3625 times)
kornerr
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« on: June 17, 2006, 01:55:16 pm »

Normals from vertices make objects smooth. I want to make it "ugly".
To say in Blender terms, I want an objects to become "Solid", not "Smooth" as it is by default.

Thanks.
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darek
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« Reply #1 on: June 17, 2006, 04:34:56 pm »

You can make own pixel shader and for some objects it can be enough.
Also thingmesh is quite shard because its designed for indoor corridors and buildings
You can also separate each face vertices, the each face will be smoothed separately (in Blender Edit -> Vertices -> Split)
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kornerr
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« Reply #2 on: June 17, 2006, 04:49:31 pm »

I have a videocard without shaders... and splitting will slow down performance.

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jorrit
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« Reply #3 on: June 17, 2006, 08:11:51 pm »

Normals from vertices make objects smooth. I want to make it "ugly".
To say in Blender terms, I want an objects to become "Solid", not "Smooth" as it is by default.

Thanks.

To do this effectively you need to have every triangle use its own vertices and then those vertices can have normals that are orthogonal to the triangle the vertex belongs too.

Greetings,
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kornerr
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« Reply #4 on: June 18, 2006, 02:25:29 am »

I remember OpenGL can do this with a single object, no need to split it. I see, CS doesn't use this OpenGL "feature" :/
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jorrit
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« Reply #5 on: June 18, 2006, 08:29:16 am »

I remember OpenGL can do this with a single object, no need to split it. I see, CS doesn't use this OpenGL "feature" :/

I didn't mean to split in different objects. You can do this with a single object in CS too. You only have to make every triangle seperate so that it doesn't share vertices with adjacent triangles. But all in the same object of course.

Greetings,
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darek
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« Reply #6 on: June 20, 2006, 09:31:41 am »

Yes exactly, Blender Edit -> Vertices -> Split does that, separated faces still belogs to the same objects
Kornerr I don't think that will drop performance a lot, maybe it's some more vertices, but face count will not change
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Kriss
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« Reply #7 on: June 23, 2006, 06:46:53 pm »

I don't think I understood everything correctly, but looks like you want to remove smoothing between faces. Is that so? Then I know solution in 3ds max for this, but not in blender. Anyway, it's not an additional geometry, it's just the way models looked like in the past (AFAIK, without vertex shaders).
So in short, depending on 3D modeling program you have to find a way to do so.
Here's an example: http://img78.photobucket.com/albums/v253/_Kriss_/char.jpg
Muscles are divided into different smoothing groups, so you see hard edges only where needed.
Did I answer your question, or I was incorrect?
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kornerr
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« Reply #8 on: July 03, 2006, 04:50:39 am »

you're correct but i know how to make it in Blender, i just see how ugly it's done in CS Smiley
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