is there a script that makes the normal a cross product of the 2 longest edges attached to tem?
would be cool for making the look of campfered models more acurate
because the 2 longest edges are usually not the campfered edges and so it looks like unsmoothed in the middle and the campfered edges alone make the smoothing
would also reduce polycount of campfered models (pillars for example have not that smoothing error along tze z axis)
i habe just seen that this doesnt work because there are vertexes with 4 or more edges on it too lol^^
another algo is reset the mesh to sharp edges, then target weld the normals of the vertexes with the same position to the normal on the longest edge of them, finish
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From the sound of things either what you're describing won't work, or it's actually already what the software does (I'm pretty sure Maya, for example, derives normals by default from the cross-product of connected edges).
Also, what do you mean by "target weld the normals" ?
You either have split normals (a hard edge) or you don't (a soft edge). The angle of the normal will determine the resulting "smoothing" look. If you just weight the averaged normal by edge length then all you'll do is move the extreme shading to a different part of the model.
im going to make a mash with that when im at home
The "fillet" function does somewhat what you´re asking for. it's not fail proof, but still usefull.
that pretty much illustrates what i mean, maya scripts dont help very much
-Tyler
Gamedev: this can still be useful even if you're making highpoly meshes and baking normals, since if your larger polys end up "flat" (as the far right example) then you will end up with less gradients in the red/green channels, which can often compress with ugly artifacts in DXT compression. The less large gradients in your normals, the less noticeable these artifacts can be.
It's not a huge issue either way, but it can add an extra level of polish if you're willing to spend the time setting up the lowpoly normals nicely.
sorry