Hi guys, I'm working on a series of seamless modular trench staticmeshes. I want to change the vertex normals on the very edge of the green object (highlighted in the picture) so that they perfectly match the v-normals on the corresponding edge of the red object. The objective is to eliminate any lighting seams that would occur when I line up two trench modules inside UDK (I'm using Triplanar Projection Mapping so I don't have to worry about UV seams here; only lighting seams).
How can I edit the normals in such a precise way?
Replies
This ensures every vertex along the shared seam, for every model, has the exact same vertex normals.
The script might do this, but I doubt it. You need to make sure every single piece gets the same normals along that edge.
http://www.polycount.com/forum/showthread.php?p=1259956#post1259956
Actually that script might really help with this process!
http://www.scriptspot.com/3ds-max/scripts/vertex-normals-stitcher
Am I misunderstanding what that script does?
But in the meantime, is there some way for me to view/assign the [r1,r2,r3] components of a particular v-normal vector? I don't mind doing it the tedious way so long as I can do it precisely the way I want.
This is the result of taking the averages vert-by-vert.
I'm not sure if I totally understood your instructions, because I don't understand why taking averages would be helpful here since there's no guarantee they would end up in the Y-Z plane. I also have seams which are oriented 90*, -90*, and 180* to contend with.
In the first picture I posted, the little red object was the "model mesh" with v-normals meeting the necessary specifications:
1.) They all lie in the Y-Z plane.
2.) They are left-right symmetrical, which ensures that pieces will be seamless whether I join them front-to-back or front-to-front or back-to-back.
If I could somehow select a group of v-normals, and then tell them that I want them to point in the same direction as a "model" v-normal, that would be perfect.
Else, average them with their own flipped model. The normals will lie on the YZ plane.
Also you could attach the models,
weld verts,
add an edit normal modifier,
make all normals explicit,
collapse,
then for each part, duplicate the object and delete unwanted faces. The custom normals will stay intact.
Might be quicker, depending of the number of points.
I'm not sure if multi seelction copy/paste works well.
You'd need maxscript to set normals without that, and i doubt you want to mess with edit normals through mxs.
Thanks guys