GLBasic forum

Feature request => 3D => Topic started by: Markus on 2012-Apr-15

Title: X_OBJADDVERTEXN
Post by: Markus on 2012-Apr-15
Ich brauche zum X_OBJADDVERTEX noch eine wo man die Normalen eingeben kann
die könnte man X_OBJADDVERTEXN nennen.

Und zum X_GETFACE fehlt ein X_SETFACE.

Oder ein X_OBJGETVERTEX und X_OBJSETVERTEX
Title: X_OBJADDVERTEXN
Post by: Kitty Hello on 2012-Apr-15
Mit normalen muss ich einbauen. Das mit dem set könnte schwer werden. Was willst Du im Detail machen?
Title: Re: X_OBJADDVERTEXN
Post by: Markus on 2012-Apr-16
Also der einfachste schnellste Weg mit dem meisten Nutzen für alle.
Ich denke optionale Parameter nx=0,ny=0,nz=0 ist gut  :good:

Was ich machen will ist die Normale selber zu bestimmen.
Die Automatische Berechnung ist sone Sache und geht nicht immer.

Ein Grundproblem ist das man Werte setzen kann die man nicht wieder auslesen kann.
Zu jedem Set gehört ein Get  :booze:
Title: Re: X_OBJADDVERTEXN
Post by: Kitty Hello on 2012-Apr-17
V11 hat X_OBJADDVERTEX_NORMAL.
Title: Re: X_OBJADDVERTEXN
Post by: bigsofty on 2012-Apr-17
Ooh, that's a mouthful!  =D but very useful!
Title: Re: X_OBJADDVERTEXN
Post by: Markus on 2012-Apr-17
Super  :-*
Title: Re: X_OBJADDVERTEXN
Post by: Hemlos on 2012-Jun-14
Sorry im a unilingual idiot...did gernot say hes adding normals vectoring too?
Title: Re: X_OBJADDVERTEXN
Post by: Kitty Hello on 2012-Jun-14
Yes. V11 can explicitly set per-vertex normals when building objects.
Title: Re: X_OBJADDVERTEXN
Post by: Hemlos on 2012-Jun-16
ooooooooooooooooooo

wasnt this also an issue with 3d model converter? or am i mistaking?

Title: Re: X_OBJADDVERTEXN
Post by: mentalthink on 2012-Jun-17
whit this you can have middle Object in flat mode and the other part smooth?¿
Title: Re: X_OBJADDVERTEXN
Post by: erico on 2012-Jun-17
Quote from: mentalthink on 2012-Jun-17
whit this you can have middle Object in flat mode and the other part smooth?¿

Yep! I hope for this too! :)
Title: Re: X_OBJADDVERTEXN
Post by: Hemlos on 2012-Jun-17
If im not mistaking, this will give more editting power to the direction of light reflection from a vertice.
If im correct above, then the vertice controlling the color reflection is controlled by this, via vector(3d oriented from vertice position).
And furthermore, if im correct,  the vector afftects all the surface corners attached to the vertice position.
I dont think this can split flatmode and smooth, i think that is something else.
Lots of thinking, i will definetly be playing with this option.
Title: Re: X_OBJADDVERTEXN
Post by: mentalthink on 2012-Jun-17
Yes Hemlos, I have to look in internet the help of maya, and appears something "about pixel per Normal" at today after a lot of yers making 3D I don´t know too much about this names... In maya appears like this, but how you told, the shading can changes a lot, in max it´s a modifier called smooth, and you change the  angle, like it´s smoothed the mesh....

In this example I think can show more clear... About the 2:28 min can show very clear

Title: Re: X_OBJADDVERTEXN
Post by: erico on 2012-Jun-17
yep. like this one image too.

I believe it is the same thing, but Helmos explanation is the more tech detailed one.
But I do use smooth and flat too hehe.

I was now wondering if such could also help bring us weight maps...:)

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Title: Re: X_OBJADDVERTEXN
Post by: mentalthink on 2012-Jun-17
Weight maps for this command Erico?¿, I don´t know how use the vertex normal for "bump"... if you explainme can be very interesting... :good:
Title: Re: X_OBJADDVERTEXN
Post by: erico on 2012-Jun-17
I will try. ;)

It seems to me this command deals with a single vertex and you can change its normal values.

A vertex map carries information about all vertexes in your model, modifying this map modifies all vertex values.
It is like a for/next loop of this command to reach all point and store this info on variables.

Normal vertex map is what is being dealt here, can control smooth/flat stuff for example.
Color vertex map will apply color changes to each point, very similar to what polivectors currently do when you assign a color to a point.
Morph vertex map will deal position shifts/displace per vertex.
UV map will deals texture position per vertex, also quite similar to polivectors.

While these maps are pretty much used on a straight forward way on what they do, the weight shade vertex map is just a general control and it is used in conjucton/mixed with other maps.
In a simple way, the weight map is an alpha per vertex value(-100% / 100%) that can be used, lets say,  to control alpha on whatever texture set. It can also be used on bones to state parts where you do or don´t want influence. It is a general control map and its possibilities of mixing are endless.

Vertex control is pretty much a requirement on the 3d game field nowadays IMHO.

I hope this helps and I hope I didn´t say anything wrong :P


Title: Re: X_OBJADDVERTEXN
Post by: mentalthink on 2012-Jun-17
Thanks Erico all more clear now!!!  :booze: