Difference between revisions of "Face weighted normals"
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EricChadwick (Talk | contribs) (VNT documentation) |
EricChadwick (Talk | contribs) (Weighted Vertex Normals) |
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* [http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 A short explanation about custom vertex normals (tutorial)] Polycount Forum thread | * [http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 A short explanation about custom vertex normals (tutorial)] Polycount Forum thread | ||
* [http://polycount.com/discussion/85809/face-weighted-normals/p1 Face weighted normals] Polycount Forum thread | * [http://polycount.com/discussion/85809/face-weighted-normals/p1 Face weighted normals] Polycount Forum thread | ||
+ | * [http://www.bytehazard.com/articles/vertnorm.html Weighted Vertex Normals] | ||
* [http://frostsoft.blogspot.com/2012/01/shading-interpolation-vertex-normals.html FrostSoft: SHADING INTERPOLATION (VNT documentation/ Superspecular soft edges)] | * [http://frostsoft.blogspot.com/2012/01/shading-interpolation-vertex-normals.html FrostSoft: SHADING INTERPOLATION (VNT documentation/ Superspecular soft edges)] | ||
* [http://polycount.com/discussion/66139/superspecular-soft-edges-tutorial-chapter-1/p1 Superspecular soft edges tutorial chapter 1] Polycount Forum thread | * [http://polycount.com/discussion/66139/superspecular-soft-edges-tutorial-chapter-1/p1 Superspecular soft edges tutorial chapter 1] Polycount Forum thread |
Revision as of 06:39, 23 December 2015
Face weighted normals (FWN) is a technique to improve shading for 3d models. Shading can be improved by adding bevels and altering the vertex normals to be perpendicular on the larger flat polygons. This forces the shading to be blended across the smaller bevel faces, rather than across the entire model.
- Decal technique from Star Citizen Polycount Forum thread
- A short explanation about custom vertex normals (tutorial) Polycount Forum thread
- Face weighted normals Polycount Forum thread
- Weighted Vertex Normals
- FrostSoft: SHADING INTERPOLATION (VNT documentation/ Superspecular soft edges)
- Superspecular soft edges tutorial chapter 1 Polycount Forum thread