Regarding smmothing groups (in Max) and using hard egdes in XSI.
I really miss the concept of being able to set an individual discontinuity
angle for a selection, e.g. have a couple of Nomals interpolated for 30°,
while some others are interpolated for 60° and so on.
Currently, it´s one discontinuity angle value for all plus some hard edges.
Unfortunatly, even thought I remembered that feature from SI3D, I can´t
get rid off edges marked hard any more, can´t find that feature or entry
anywhere - so, how do you change one edge back to be interpolated?
Also, it would be nice to have mR passed custom Normals for reflections
and specular component in rendering, like taking any Normalmap on a
lowrez mesh as the basis instead of the lowrez geometry itself.
Regarding editing those Normals in general, oh, anything would be nice
that helps to edit, to lock, convert to a Normalmap, smooth or whatnot.
I´ve worked on automobile visualizations last summer, where one of the
demands is to derrive a lowrez mesh from Nurbs, with locked Normals
resembling the highrez Nurbs patches and get that to render/reflect nicely.
Cheers
tim
P.S: I´m sorry if I haven´t replied to anyone (offlist) the last days, I´m out.
----- Original Message -----
From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
To: <XSI(at)Softimage.COM>
Sent: Monday, February 19, 2007 12:01 PM
Subject: RE: .obj unwelding polynodes
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of André Adam
Sent: 19 February 2007 10:25
To: XSI(at)Softimage.COM
Subject: Re: .obj unwelding polynodes
you need modellers who not only are
proficient on the artistic side of things, but also have a good
understanding of the relationship between shading and object topology,
which is a rather technical discipline and naturally a rare
combination.
[kim aldis]
Extremely rare, although there's no reason why it should be. It's not that
hard.
You can do a certain amount using the plugin normal editor but, useful as it
is, it's not that intuitive. I'm guessing one of the reasons we haven't seen
a normal editor yet is because there's no direct way to interact with
normals, although I'm not entirely sure if that's always the right way to go
about it. For example, modeling package I wrote a good while ago, I allowed
for tagging of faces that wouldn't be included in the normal averaging.
Allows you to get nice rounded small bevels without adding extra geometry.
That, and sensible modeling, didn't need a whole lot more, at the time.
What some people try and do though, it's criminal.
I'm always curious to hear how other packages implement normal editing.
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