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Re: help with 3D normals

 

Thanks Jose,

 I'll adjust the IDF plugin code to do just that - split the model so the
top and bottom planes have 1 set of vertices and the vertical edge has
smoothed vectors with Z=0.

- Cirilo

On Thu, Dec 17, 2015 at 1:44 AM, José Ignacio <jose.cyborg@xxxxxxxxx> wrote:

> Those artifacts look like duplicate vertexes with normals pointing
> different directions, ideally, for smooth shading wou'd want to break
> up the mesh on each facet of the model (ie: have all vertexes from the
> star pointing up, the other side pointing down and each side pointing
> perpendicular to each rectangle). In Blender you'd use the edgesplit
> modifier since even without the duplicate vertexes that star would
> look really ugly with automatically computed normals and smooth
> shading.
>
>
> On Tue, Dec 15, 2015 at 10:21 PM, Cirilo Bernardo
> <cirilo.bernardo@xxxxxxxxx> wrote:
> > Hi folks,
> >
> >  I've added 3D per-vertex normal calculations to the 3D model plugins
> > but I'm calculating bad figures as seen in the *.wrl file below and a
> > corresponding render from view3dscene:
> >
> >
> https://drive.google.com/file/d/0By_XTJN-s8aXX3pCeFhWbTZNYWs/view?usp=sharing
> >
> >
> https://drive.google.com/file/d/0By_XTJN-s8aXSmNEMlhOblRlLUE/view?usp=sharing
> >
> > Does anyone have some idea what I could be doing wrong to get such
> artefacts
> > in the image? I would like to fix my per-vertex normals calculation as
> it's
> > meant
> > to be a tool to help 3D plugin developers create normals lists in cases
> > where
> > the model does not provide the information.
> >
> > - Cirilo
> >
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