View Full Version : BugFix : weightmap display in modeller NOT WYSIWYG

08-30-2003, 06:40 PM
There's a small shading error in modeller... ;) Try this :

1.) Make a box.
2.) Subdivide using "Faceted" mode
3.) Subdivide using "Faceted" mode
4.) Select the 5 innermost points
5.) Create a new weightmap

Modeller displays the VMap shading as seen in the first image. Note that the lower 8 polys are correctly shaded, but the upper 8 polys are extremely incorrect.

When a gradient is applied in Layout based on the weightmap, it shades correctly, as seen in the second image.

08-30-2003, 09:09 PM
This is not a bug. It however can look alittle funky. What your seeing is the invisable triangulation of ngons. If you triangulate you will see what i'm talking about.

08-30-2003, 09:32 PM
Ah....! At least we know *WHY* that happens now! :) Is this limitation imposed because GPUs only understand tris?

Still, it should be possible to create an accurate shading preview... LW understands UV textures, so when a weightmap value is adjusted :

1.) create a temporary Atlas UV for the points in the weightmap.
2.) create a temporary texture and shade it according to vertex weight using the same algorithm that Layout uses
3.) Project the restulting texture back onto the model for a correct weight-shade preview.

I'm sure that technique would work, if it's not what's being done already. (And if it's not too slow.)

08-30-2003, 10:03 PM
Well then you won't be getting WYSIWYG. Take a a box just like yours and merge the top polys. and weight one of the corner verts. You will see that if you fake the weighting to look better that it will be the wrong shading and you will not get what you see when dealing with ngons.