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].
  
* Blender has a modifier named the [https://docs.blender.org/manual/en/latest/modeling/modifiers/normals/weighted_normal.html Weighted Normal Modifier]
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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

Revision as of 10:27, 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.

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

FWN Tools

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