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View Full Version : Save vertex normals in the OBJ format from a models morph. Vertex normal editing!



XswampyX
12-07-2014, 05:40 AM
It's needed for low poly objects usually used in games....

If when we export to the Obj file type can we have the option of using the vertex normals calculated from an objects morph, this will/could unlock Lightwave as a serious tool for making low poly game objects, and it won't need/use any extra tools....
Vertex normal editing is mostly missing in quite a few 3D applications and I feel this will be a great addition to lightwaves position in the market place.

You probably only have to change one or two line of code for this.

Thanks.

From wikipedia :-
In the geometry of computer graphics, a vertex normal at a vertex of a polyhedron is a directional vector associated with a vertex, intended as a replacement to the true geometric normal of the surface. Commonly, it is computed as the normalized average of the surface normals of the faces that contain that vertex.[1][2] The average can be weighted for example by the area of the face or it can be unweighted.[3][4] Vertex normals can also be computed for polygonal approximations to surfaces such as NURBS, or specified explicitly for artistic purposes. Vertex normals are used in Gouraud shading, Phong shading and other lighting models. Using vertex normals, much smoother shading than flat shading can be achieved; however, without some modifications, it cannot produce a sharp edge.[5]

probiner
12-07-2014, 06:07 AM
Yup, been pushing for it...
http://forums.newtek.com/archive/index.php/t-131672.html


Vertex normal editing is mostly missing in quite a few 3D applications and I feel this will be a great addition to lightwaves position in the market place.
Right now it's mostly LW :D

And yes, there is a difference between marking up edges:
http://i.imgur.com/7OpcFUJ.png

And edit the vertex splits:
http://i.imgur.com/54jZcfP.png

But right now we have none and with the current state of things unless a new mesh core is on the table I don't think you will.

Having the OBJ export to use a morph seems like a more realistic request though.

This video still impresses me... VNM baking. And that's something really useful for game assets.
https://www.youtube.com/watch?v=APV11HL6_es&t=1m
http://wiki.polycount.com/wiki/VertexNormal#Foliage_Shading

Cheers

MSherak
12-07-2014, 02:38 PM
Well vertex normals are stored in a .lwo if brought in from an .obj. In fact I think when you export and .obj now in 2015 it converts the surface settings to the normals. It is true we can't edit them in Modeler since there is no native tool right now. Though I think there is access in the 2015 SDK since they are stored in a .lwo as a VMap now. So tools could be written as a plugin to edit them. I know openGL displays them correctly in the viewport so long as you assign them in the surface panel.

-M