Wings 3D Development Forum
Orient vertex - Printable Version

+- Wings 3D Development Forum (https://www.wings3d.com/forum)
+-- Forum: Wings 3D (https://www.wings3d.com/forum/forumdisplay.php?fid=1)
+--- Forum: Interface & Usage (https://www.wings3d.com/forum/forumdisplay.php?fid=3)
+--- Thread: Orient vertex (/showthread.php?tid=392)



Orient vertex - Nova - 08-07-2013

I'm trying to orient vertices parallel to an edge, as outlined here: http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

I'm not using as simple a setup as in that article though (See attachment), so the vertex normals look in different directions. I've tried turning the edges, and applying smooth groups, but neither really yields the result I'd hope for.

Does anyone know if it's possible to manually orient the normal of a vertex to a selection (Such as an edge)?

Cheers,
Nova


RE: Orient vertex - micheus - 08-07-2013

(08-07-2013, 09:33 AM)Nova Wrote: Does anyone know if it's possible to manually orient the normal of a vertex to a selection (Such as an edge)?
Vertex's normal is as it is - we can't change this. But, move them in a specific direction would be a tool feature, like you can see in this sample using [vertex] Deform->.Shear.:
[Image: th_grass-sheared_zps261a611f.jpg]
What exactly are you looking for? (maybe a drawing can help us to understand you)

You probably will get a better effect if you use a lot of these "X":
[Image: th_grass_zps5a928a17.jpg]


RE: Orient vertex - Nova - 08-08-2013

The grass was made for a unity game, where we didn't want the grass to be self-shaded (Where the side facing a light was bright, the opposing side dark), but still be affected by light. We solved this by calculating the normals in unity by using a smoothing angle of 180. The grass now appears properly bright from both sides but is still affected by other things casting shadow on them, as well as attenuating properly with lights.