Difference between revisions of "Face weighted normals"

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* [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://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)]
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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]]]
  
 
== FWN Tools ==
 
== FWN Tools ==

Revision as of 15:11, 2 May 2017

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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