Difference between revisions of "Face weighted normals"

From polycount
Jump to: navigation, search
(more info)
 
Line 14: Line 14:
 
* [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]]]
+
[[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]]]
 +
 
 +
[[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 ==

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


Personal tools
Namespaces

Variants
Actions
Navigation
Tools