Normals Editing in Blender

Could this also help with importing OBJ files and KEEPING the original vertex normal smoothing calculated by the CAD software instead of Blender dumping it and recalculating the shading and in 99,99% of the case create artifacts like here in this images:


So awesome that you chose to do this. Any ETAs?

Well, there certainly seems to be interest in this. I have unfortunately little to no time to work on this any more but I try to squeeze in some time when I can. The code I already wrote is null and void as the approach is thought to cause backwards compatibility problems, as well as problems with the modifier stack. I will have to re-think my approach and focus on custom data layers to storing normals offsets. Think of how uv layers are stored, or vertex colors. Normals (offsets) could be stored that way, too. This approach is less invasive, more compatible and hopefully just as usable. However, there is quite a steep learning curve to it and with only very limited time anyway, I am afraid that this project will take a long time.

I would welcome a second hand, or a mentor or someone who knows the code-base good enough to power through this and get it done.

“Preserve vertex normals (for imported model renders)” made it on the meeting notes list:

http://lists.blender.org/pipermail/bf-committers/2013-May/040144.html

So maybe there’s some official support now!

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felixSchl : I understand you dont have the time to work on this but what about GSOC cant you at least suggest this feature to a developer. This feature needs to be in blender, its really sad to see someone starting to work on it and then abandon it. :frowning:

CodemanX : Maybe we should get in touch with Campbell, as far as i remember he committed this yesterday >>>

Revision 56704 by Campbell Barton
1 day and 8 hours ago
bmesh recalculate normals - remove BLI_array reallocation, the max size of the array is known.
replace with STACK_* macros (moved to BLI_utildefines.h).

Let’s keep that alive and bother the devs until this gets implemented!

Revision 56704 by Campbell Barton
1 day and 8 hours ago
bmesh recalculate normals - remove BLI_array reallocation, the max size of the array is known.
replace with STACK_* macros (moved to BLI_utildefines.h).
what does this mean in english.
or you, just mentioned it, as the “first swallow”(bird) for official normals support in blender

Im not a programmer but as far as i understand, Blender stores the normals or vertex index in an array. Which means you have a group of numbers [0,1,2,3…345,346…10234,10233…etc] and the maximum variable of the array is known from some other code or process (i dont know what). So using the stack method instead checking the whole array of numbers you get a biggest number say 10234 and start the recalulation of normals from that number in a additive or subtractive manner.

Hope im close enough and i manage to explain what i understood… I’d be happy if anyone with programming experience explained it.

Revision 57450 by Campbell Barton
44 minutes ago
utility function for calculating smooth groups from sharp edges: BKE_mesh_calc_smoothgroups

Revision 57452 by Campbell Barton
3 hours 46 min ago
expose smooth group calculation to python as Mesh.calc_smooth_groups()

Any word of update regarding editing vertex normals?

This is my #1 feature request for Blender, is this planned to be integrated into any upcoming builds of Blender? I’m going to make do by simply splitting hard edges (I can get away with it because it’s my own indie game) but it’s not ideal at all.

is this planned to be integrated into any upcoming builds of Blender?

No. The devs would generally accept such a patch, but only if it worked well with all other components - which is not the case. It doesn’t with modifiers and causes problems elsewhere.

Hello.
Using a custom data layer for storing the modified normals does seem like the best way to go about this. Most of the exporting scripts could then be conveniently modified to optionally accept the data from the modified normals layer instead of the internal recalculated normals for exporting to game engines etc. and preserving your work.

Is there any progress being made with this normal-editing feature? Are you taking in donations?

Bastien works on normal splitting, but may look into normal editing abilities as well (might be limited to auto-generation):
http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals

I love you for that. I hate it in Blender so much.

Blender is awesome for game design. I’m sure it’s not the best but to say that it can’t be used for this is really ummmm… off.

this feature is a very underestimated feature.
in modeling assets for games especialy with billboards (trees grass) its a must.

http://wiki.polycount.com/VertexNormal

a feature like Modos “bend normals from center” would be a neat first setp. :eyebrowlift:

Hi! I’ve used MAX before, but as I work in a startup game company, we’re using Blender due to it’s cost ;). I have to say I’m a fan of blender.

I’m trying to make bits of the game scene in unity align nicely. Due to limitations in the installation package size, I’m trying to make parts that I reuse in separate game levels with different textures. It’s necessary to be able to join the meshes nicely without a seam between them caused by shading. The only remaining problem is not being able to align the vertex normals in blender. For some reason, using hard edges does not work as one would hope. The minimum would be to be able to disable automatic vertex normal calculation when e.g. splitting an edge, i.e split edge with normals intact. This would allow for using extra faces for adjusting the vertex normals, and then removing them.

I’ve been looking for an addon such as has been discussed here, and am really hoping to see it released. I may be forced to use Max to solve this issue, and that would not be ideal.

I totally agree with Lakemonster.
Its annoying to fall back to MAX.
But I know that changing the normal calculation can be hard to deal with.
Thats not a small feature, that can be added easily.
But it would be very huge step for game-developement with Blender.

If Bastien reads this, can he tell us about his further plans. :yes: