Difference between revisions of "Face weighted normals"

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Face weighted normals (FWN) is a technique to improve shading for 3d models. Shading can be improved by adding bevels and altering the [[VertexNormal|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.  
 
Face weighted normals (FWN) is a technique to improve shading for 3d models. Shading can be improved by adding bevels and altering the [[VertexNormal|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.  
  
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However, the added bevels will often create long thin triangles, which can significantly reduce rendering performance. See [http://blog.selfshadow.com/2012/11/12/counting-quads/ Counting Quads].
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* [https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/ I'm an tech artist in the industry and I'd love to clear up some misconceptions about rendering and game art workflows that I frequently see in comments from SC fans]
 
* [http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 Decal technique from Star Citizen] Polycount Forum thread
 
* [http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 Decal technique from Star Citizen] 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/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://frostsoft.blogspot.com/2012/01/shading-interpolation-vertex-normals.html FrostSoft: SHADING INTERPOLATION (VNT documentation/ Superspecular soft edges)]
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* [http://www.bytehazard.com/articles/vertnorm.html Weighted Vertex Normals]
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* [https://web.archive.org/web/20160128060607/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
  
[[image:oliverio_bevel_normals.gif|frame|none|Bending normals on bevelled models. <br>From the tutorial [http://deadlineproof.com/model-shading-techniques-soft-edge-superspecular/ Shading techniques Superspecular soft edges]<br>Image by [http://deadlineproof.com/ Paolo Oliverio]]]
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[[image:oliverio_bevel_normals.gif|frame|none|Bending normals on bevelled models. <br>From the tutorial [https://web.archive.org/web/20091118172412/http://deadlineproof.com:80/model-shading-techniques-soft-edge-superspecular/ Shading techniques Superspecular soft edges]<br>Image by [http://deadlineproof.com/ Paolo Oliverio]]]
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== FWN Tools ==
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* 3ds Max: [https://github.com/pmnuckels/wnormals wnormals] by Martijn Buijs
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* Blender: [https://www.blend4web.com/en/article/131/ Normal Editor] by Blend4Web
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* Maya: [http://wiki.polycount.com/wiki/VertexNormal#mig_Normal_Tools mig Normal Tools] by Mika Göös
  
 
== More Information ==
 
== More Information ==

Latest revision as of 13:32, 25 April 2019

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.

However, the added bevels will often create long thin triangles, which can significantly reduce rendering performance. See Counting Quads.


Bending normals on bevelled models.
From the tutorial Shading techniques Superspecular soft edges
Image by Paolo Oliverio

FWN Tools

More Information


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