Difference between revisions of "Face weighted normals"

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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].
 
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://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SunglassesKhronos#modeling-with-face-weighted-normals SunglassesKhronos glTF asset] includes a mini-tutorial on face-weighted normals
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* 3ds Max has a tool named the [https://help.autodesk.com/view/3DSMAX/2026/ENU/?guid=GUID-6BFC22D5-D9DA-45BC-87A7-D95BFAD083E1 Weighted Normals Modifier]
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* Blender has a tool named the [https://docs.blender.org/manual/en/latest/modeling/modifiers/normals/weighted_normal.html Weighted Normal Modifier]
 
* [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]
 
* [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
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* [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 [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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[[image:bevels_normals.jpg|900px|thumb|none|Bevels can be added, and vertex normals can be adjusted for clean shading. <br>From the readme for the [https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SunglassesKhronos#modeling-with-face-weighted-normals SunglassesKhronos glTF sample asset], by [https://ericchadwick.com/ Eric Chadwick]]]
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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], by [http://deadlineproof.com/ Paolo Oliverio]]]
  
 
== FWN Tools ==
 
== FWN Tools ==
* 3ds Max: [https://github.com/ByteHazard/wnormals wnormals] by Martijn Buijs
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* 3ds Max: [https://github.com/pmnuckels/wnormals wnormals] by Martijn Buijs
 
* Blender: [https://www.blend4web.com/en/article/131/ Normal Editor] by Blend4Web
 
* Blender: [https://www.blend4web.com/en/article/131/ Normal Editor] by Blend4Web
 
* Maya: [http://wiki.polycount.com/wiki/VertexNormal#mig_Normal_Tools mig Normal Tools] by Mika Göös
 
* Maya: [http://wiki.polycount.com/wiki/VertexNormal#mig_Normal_Tools mig Normal Tools] by Mika Göös
 
  
 
== More Information ==
 
== More Information ==

Latest revision as of 10:36, 25 April 2026

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.

Bevels can be added, and vertex normals can be adjusted for clean shading.
From the readme for the SunglassesKhronos glTF sample asset, by Eric Chadwick
Bending normals on bevelled models.
From the tutorial Shading techniques Superspecular soft edges, by Paolo Oliverio

FWN Tools

More Information


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