Face weighted Normals Compound

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Face Weighted NormalsAuthor: gaboraa on si-communty.com
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

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gaboraa
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Face weighted Normals Compound

Post by gaboraa » 18 Aug 2018, 12:58

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:

Image

To use it you must add user normals before you apply the compound to the mesh.
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SS_FaceWeightedNormals.rar
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rray
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Re: Face weighted Normals Compound

Post by rray » 19 Aug 2018, 14:13

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

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Draise
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Re: Face weighted Normals Compound

Post by Draise » 21 Aug 2018, 03:41

Very handy.

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Grubber
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Re: Face weighted Normals Compound

Post by Grubber » 12 Dec 2018, 15:22

Thank you very much!

nghia59
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Re: Face weighted Normals Compound

Post by nghia59 » 10 May 2020, 21:23

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.

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gaboraa
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Re: Face weighted Normals Compound

Post by gaboraa » 11 May 2020, 15:02

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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