Discuss face weighted normals.
Oftentimes I wonder why certain features are left out of the major 3d packages, and usually I will figure out why it was ignored.
But this time I am having a hard time understanding why no-one uses face weighted normals, it isn't something terribly new ID has
been using it since doom3. Still I have yet to see even a third party script for any package dealing with face weighted normals.
[example below created in Openbrf]
I realize it is possible to edit normals manually and get an even better result than this, but it only took two minutes to do and there is nothing to prevent me to continue tweaking the normals. It also benefits normal maps, by making them do less work because the vertex normals match the hi-poly normals much closer, and the sampling rays are fired at a more orthogonal direction.
[link explaining technique in depth]http://www.bytehazard.com/code/vertnorm.html
Also...a bit off topic, Why isn't there any programs that offer a physics simulation for UV packing?, it just seems like the most logical next step...ten years ago. *grump face*
Thanks for reading!.
We now have a script for 3ds Max
that can calculate FWN created by Lehm2000 of the Cgtalk forums http://polycount.com/discussion/comment/1690226/#Comment_1690226
, and now Maya 2013
calculates normals using Face and Angle Weighted by default, this can be toggled in the shape node under >Mesh Controls