Unless I've missed some brilliant feature of the user normal editing
tool, you can't excactly do what I want. You CAN specify whatever
normal you want on a one-time basis and it does have the "polygon"
effect to make this particular thing easy, but you can't specify that
the normals at a vertex be dynamicly locked to the geometry normal of a
particular sample in a live sense, like with a hard edge. Plus, as soon
as you start using normal clusters, your polymesh becomes annoying to
work with because the normals are set in stone. They're not really that
much better than using an object-space normal map, in that sense. Both
things have their place, but what's missing in my opinion (or at least
what could be useful) is a low-level tool for preserving the normals of
a polygon in a live sense without always breaking continuity with
neighboring polygons. For the moment, we typically work around this
problem with additional geometry, but that of course has its problems as
well.
-Andy
kim aldis wrote:
You can do this with the normal editing tool
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Andy Jones
Sent: 20 June 2006 18:59
To: XSI(at)Softimage.COM
Subject: Re: feature request - discontinuity across seperate meshes?
For example, when beveling a cube, it
would be nice to be able to specify that the faces of the cube should
use the geometry normal (i.e., straight out from the edge) and the
bevel face should interpolate continuously from those normals (unlike
with hard edges, where you end up with broken interpolation).
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