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Author Topic: smoothing group ???  (Read 539 times)
Icare
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« on: January 07, 2009, 06:32:25 AM »

Hi !

I read that TV3d doesn't support smoohting group, by how can I simulate it. Because I work with a graphist who use a lot this function.

Nicolas
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Hypnotron
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« Reply #1 on: January 07, 2009, 06:39:47 AM »

for each vertex, it's normal is the average of the sum of the face normal for each triangle that shares that vertex.

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Icare
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« Reply #2 on: January 07, 2009, 06:53:51 AM »

If you create a smoothing groupe in 3DS, the result after export it's not good ...

I have seen a lot of screen on the forum on this forum, but any answer ...


You said it's possible to do it by code ?

Nicolas
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Hypnotron
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« Reply #3 on: January 07, 2009, 07:09:33 AM »

At first I assumed you were working on your own file loader but now you mention 3DS exporting. 
A good directx exporter should be able to handle smoothing groups I would think.

you can do it in code if you know which vertices are in a smoothing group and which are not. For each triangle in a smoothing group, for each of it's vertices, take the face normal of every triangle in the group that shares that vertex and compute an average.  That becomes the normal for the vertex.  If a vertex has already been processed, skip it.  Continue iterating across all faces and their vertices.
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Icare
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« Reply #4 on: January 07, 2009, 07:19:28 AM »

Yes he's working with 3ds exporting...

I don't understand why the smoothing group is unsupported,it's the base of the 3d modeling ... It's really a big problem and the result is ugly

I read it's possible to make it  with shader, someone have an exemple...

Nicolas


« Last Edit: January 07, 2009, 08:06:13 AM by Icare » Logged
jviper
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Discipline in training


« Reply #5 on: January 07, 2009, 08:17:43 PM »

Quote
don't understand why the smoothing group is unsupported,it's the base of the 3d modeling ... It's really a big problem and the result is ugly

Its a DirectX thing.
Also (don't know how true this is) you may notice that most of the good modelling packages out there probably use OpenGL  Wink
« Last Edit: January 07, 2009, 08:30:07 PM by jviper » Logged

JAbstract.....Don't just imagine, make it happen!
Hypnotron
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« Reply #6 on: January 08, 2009, 03:15:12 AM »

the way I see it, when you export to .X the proper normals should be computed in the exported result.  I say blame the exporter plugin.
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Icare
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« Reply #7 on: January 08, 2009, 06:28:05 AM »

Hi !

Now it's good, we find some option in the PANDA X exporter for max. We're stopping to use the pipline of TV3d

Nicolas
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