Face Weighted Normals aka weighted normals. This concept is super-duper important in game industry and I haven't found any plugin or script to adjust the face weighted normals. Maya has this feature called "set to face" but we don't have it by default. So recently I found rray's approach to the issue and created a separate Ice Node.
Here is an example what it does:
To use it you must add user normals before you apply the compound to the mesh.
Face weighted Normals Compound
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Face Weighted Normals
From the si-community thread:
Face Weighted Normals aka weighted normals. This concept is super-duper important
in game industry and I haven't found any plugin or script to adjust the face weighted
normals. Maya has this feature called "set to face" but we don't have it by default.
So recently I found rray's approach to the issue and created a separate Ice Node.
To use it you must add user normals before you apply the compound to the mesh.
local backup: SS_FaceWeightedNormals.xsicompound
To use it you must add user normals before you apply the compound to the mesh.
local backup: SS_FaceWeightedNormals.xsicompound
si-community thread
Face weighted Normals Compound
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Re: Face weighted Normals Compound
Cheers, makes sense to have it compounded. FWN should be the default implementation for all kinds of viewports
softimage resources section updated Jan 5th 2024
Re: Face weighted Normals Compound
Very handy.
Re: Face weighted Normals Compound
You guys should check out the User Normal Translator. Its actually the best one out there.
https://vimeo.com/115104048
It was probably used for Guilty Gear XRD.
https://www.youtube.com/watch?v=yhGjCzxJV3E
In case anyone was wondering, in games currently, we're moving away from the high to low bakes and now face weighting and using a lot of 2D normal mapping solutions for hard surface to save time and be more efficient with texture space.
https://vimeo.com/115104048
It was probably used for Guilty Gear XRD.
https://www.youtube.com/watch?v=yhGjCzxJV3E
In case anyone was wondering, in games currently, we're moving away from the high to low bakes and now face weighting and using a lot of 2D normal mapping solutions for hard surface to save time and be more efficient with texture space.
Re: Face weighted Normals Compound
True, mesh decals, and 2d normal atlases are the new norms in detailing game props, used extensively in Star Citizen for example.
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