effect
Credits: vux, lasal
It's based on calculating the adjacent faces of each vertex on the CPU in a dynamic plugin. As long as the typology of the mesh doesn't change this works fine.
This data is then used to apply the previously calculated face-normals.
I'm sure this can be greatly improved, so any comments and suggestions welcome.
Still missing is a weighting of the normals like in this example:
http://www.bytehazard.com/articles/vertnorm.html
Based on GSFX Per vertex normals by lasal.
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Nice thank you.
This was missing since a while.