Author Topic: X_OBJADDVERTEXN  (Read 5967 times)

Offline Markus

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X_OBJADDVERTEXN
« 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

Offline Kitty Hello

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X_OBJADDVERTEXN
« Reply #1 on: 2012-Apr-15 »
Mit normalen muss ich einbauen. Das mit dem set könnte schwer werden. Was willst Du im Detail machen?

Offline Markus

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Re: X_OBJADDVERTEXN
« Reply #2 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:

Offline Kitty Hello

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Re: X_OBJADDVERTEXN
« Reply #3 on: 2012-Apr-17 »
V11 hat X_OBJADDVERTEX_NORMAL.

Offline bigsofty

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Re: X_OBJADDVERTEXN
« Reply #4 on: 2012-Apr-17 »
Ooh, that's a mouthful!  =D but very useful!
Cheers,

Ian.

“It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration.”
(E. W. Dijkstra)

Offline Markus

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Re: X_OBJADDVERTEXN
« Reply #5 on: 2012-Apr-17 »
Super  :-*

Offline Hemlos

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Re: X_OBJADDVERTEXN
« Reply #6 on: 2012-Jun-14 »
Sorry im a unilingual idiot...did gernot say hes adding normals vectoring too?
Volume_of_Earth(km^3) = 4/3*3.14*POW(6371.392896,3)

Offline Kitty Hello

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Re: X_OBJADDVERTEXN
« Reply #7 on: 2012-Jun-14 »
Yes. V11 can explicitly set per-vertex normals when building objects.

Offline Hemlos

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Re: X_OBJADDVERTEXN
« Reply #8 on: 2012-Jun-16 »
ooooooooooooooooooo

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

Volume_of_Earth(km^3) = 4/3*3.14*POW(6371.392896,3)

Offline mentalthink

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Re: X_OBJADDVERTEXN
« Reply #9 on: 2012-Jun-17 »
whit this you can have middle Object in flat mode and the other part smooth?¿

Offline erico

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Re: X_OBJADDVERTEXN
« Reply #10 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! :)

Offline Hemlos

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Re: X_OBJADDVERTEXN
« Reply #11 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.
Volume_of_Earth(km^3) = 4/3*3.14*POW(6371.392896,3)

Offline mentalthink

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Re: X_OBJADDVERTEXN
« Reply #12 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

<a href="http://www.youtube.com/watch?v=uWC8ETf0N8c" target="_blank">http://www.youtube.com/watch?v=uWC8ETf0N8c</a>
« Last Edit: 2012-Jun-17 by mentalthink »

Offline erico

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Re: X_OBJADDVERTEXN
« Reply #13 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...:)

[attachment deleted by admin]
« Last Edit: 2012-Jun-17 by erico »

Offline mentalthink

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Re: X_OBJADDVERTEXN
« Reply #14 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: