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apply smoothing groups to polys

 
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Prime_8
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Joined: 11 Sep 2006
Posts: 34

PostPosted: Tue Oct 31, 2006 4:23 am    Post subject: apply smoothing groups to polys Reply with quote

apply smoothing groups to polys

so that the light mapper is more predictable on cureved surfaces.

and well so the output mesh has smoothing.
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Tue Oct 31, 2006 1:33 pm    Post subject: Reply with quote

yes i agree deled really needs this. because when i lightmap a terrain you can see all the polygons. Sad
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Prime_8
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Joined: 11 Sep 2006
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PostPosted: Wed Nov 01, 2006 1:55 am    Post subject: Reply with quote

yeah thats what happens to teh shadow edge on my ships


realy anoying . Rolling Eyes
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Nov 01, 2006 8:41 am    Post subject: Reply with quote

The short version: Working on it.

The long version (just in case you guys are interested Wink):

If you go to the lightmapper options, you will see an option called 'Normal Auto Smooth Crease Angle'. This represents the angle at which surface edges will be considered 'smooth' (one way to see this is as automatic generation of smoothing groups). It is a slightly more simplistic concept than fully user-controlled smoothing groups but usually enough (and it makes things much more accessible for less experienced users).

However, when we upgraded the lightmapper from triangles-only to any-polygon some DeleD versions ago we broke this functionality, and it has been more or less disabled since.

In my current development build I have restored it, but I think I still see tiny anomalies near smooth edges so release of this functionality is on hold until I pin that down. Currently I suffer from a bit of a fever (cold), which is effectively stopping me from thinking straight, let alone debug it... Sad

My whining aside, I think the best approach would be
a) New DeleD version contains functional crease angle.
b) You guys evaluate to what degree this functionality solves your visual problems.
c) We then discuss again the priority of smoothing groups.

Deal? Very Happy
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Prime_8
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Joined: 11 Sep 2006
Posts: 34

PostPosted: Sun Nov 26, 2006 10:43 am    Post subject: Reply with quote

still find it next to impossible to get teh light map not to make teh mes LOOK unsmoothed as teh asctual mesh seems to retain its smoothing from imported file.



this image shows the result from only 2 point lights .. and a bit of ambient .. no matter wher i set teh smoothng thing in teh light mapper the faceting look never goes away . even if o open each light map image up and blur using a 3rd app .. the look is still of a relativly unsmoothed surface
it's as anoying as all heck . especial whe polys sid eby side alternate in shade by 10 % and they have the same normal values ??
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Sun Nov 26, 2006 10:48 am    Post subject: Reply with quote

DeleD 1.53 will fix this as it has the Normal Auto Smooth Crease Angle re-activated.
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Prime_8
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PostPosted: Sun Nov 26, 2006 10:51 am    Post subject: Reply with quote

ah ok so for now i shoul just forget exporting mesh till 1.53
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Prime_8
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Joined: 11 Sep 2006
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PostPosted: Sun Nov 26, 2006 10:55 am    Post subject: Reply with quote

a setting of actualy0 seem sto be a good preview right now .

and will work for the short term .

see


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Jeroen
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PostPosted: Sun Nov 26, 2006 10:56 am    Post subject: Reply with quote

DeleD 1.53 won't be long now. Nice ship btw! Smile
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Prime_8
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Joined: 11 Sep 2006
Posts: 34

PostPosted: Sun Nov 26, 2006 11:00 am    Post subject: Reply with quote

cheers ,
soon as NF gets beta 305 out i will possibly have a flight demo beside teh viewer i have now .

and some lower level poly commands all wrapped up .
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Nov 26, 2006 6:07 pm    Post subject: Reply with quote

Old Lightmapper:



New Lightmapper:



Nothing to worry about. Laughing
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Prime_8
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Joined: 11 Sep 2006
Posts: 34

PostPosted: Sat Dec 02, 2006 10:06 am    Post subject: Reply with quote

could you light map a smoothed sphere

as i till see segmentation in the New light maps

it's distracting .
seems to still have teh same error just not as pronounced .

IT's better but it's no all there yet but that could just be the mesh .
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Prime_8
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PostPosted: Sat Dec 02, 2006 10:24 am    Post subject: Reply with quote

if you want to see more images of that ship BTW ..
Link to my gallery
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Dec 02, 2006 3:30 pm    Post subject: Reply with quote

Prime_8 wrote:
if you want to see more images of that ship BTW ..
Link to my gallery
The spheres are segmented because they have only 8 sides.

Look at the improvement on the man alone!
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Prime_8
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Joined: 11 Sep 2006
Posts: 34

PostPosted: Tue Dec 05, 2006 9:10 am    Post subject: Reply with quote

yeah its a big jump but still hard edges ..

though teh only erros now seem to be in mapping info . it is way better


reduced from 1280x1024x32 (sorry for fuzzy but sharp not needed )

nice looking inside deled . very slick guys !!
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