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How to make normals point not from vertices, but from planes?
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Topic: How to make normals point not from vertices, but from planes? (Read 3418 times)
kornerr
Full Member
Posts: 101
How to make normals point not from vertices, but from planes?
«
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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OSRPG (Open Source RPG)
CS Manual in Ru (will not be continued)
Open Source all the way, baby
darek
Guest
Re: How to make normals point not from vertices, but from planes?
«
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
Full Member
Posts: 101
Re: How to make normals point not from vertices, but from planes?
«
Reply #2 on:
June 17, 2006, 04:49:31 pm »
I have a videocard without shaders... and splitting will slow down performance.
Thanks.
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OSRPG (Open Source RPG)
CS Manual in Ru (will not be continued)
Open Source all the way, baby
jorrit
Administrator
Hero Member
Posts: 1703
Re: How to make normals point not from vertices, but from planes?
«
Reply #3 on:
June 17, 2006, 08:11:51 pm »
Quote from: kornerr 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.
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
Full Member
Posts: 101
Re: How to make normals point not from vertices, but from planes?
«
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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OSRPG (Open Source RPG)
CS Manual in Ru (will not be continued)
Open Source all the way, baby
jorrit
Administrator
Hero Member
Posts: 1703
Re: How to make normals point not from vertices, but from planes?
«
Reply #5 on:
June 18, 2006, 08:29:16 am »
Quote from: kornerr 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" :/
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
Guest
Re: How to make normals point not from vertices, but from planes?
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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
Newbie
Posts: 49
Re: How to make normals point not from vertices, but from planes?
«
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
Full Member
Posts: 101
Re: How to make normals point not from vertices, but from planes?
«
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
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OSRPG (Open Source RPG)
CS Manual in Ru (will not be continued)
Open Source all the way, baby
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