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Workflow for cutting holes in geometry and preserving normals

Home Forums Graphics / Blender Workflow for cutting holes in geometry and preserving normals

Viewing 9 posts - 16 through 24 (of 24 total)
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  • #18291

    Seems like your post is lost. Yes it’s almost the same, I prefer my because I can keep 4 side poligons as much as possible for better shading.

    Co-founder and lead graphics specialist at Soft8Soft.

    #18303
    D3Pixel
    Customer

    I prefer my because I can keep 4 side poligons as much as possible for better shading.

    Using the Triangulate modifier by just adding it preserves the entire model, it keeps every 4 sided polygon in the viewport and in edit mode so hard surface modelling can continue, it also preserves normals whereas Triangulating in edit mode that you suggest actually triangulates the mesh there and then and destroys custom normals.
    This modifier automatically gets “applied” when you export so there is no need to apply it yourself. The additional bonus is that by just having it on a mesh shows you what the model would look like (without applying it) in verge.

    The rule here is never apply it as that WILL screw up the mesh. Because the Verge3D exporter sees the mesh as triangulated (because it applies modifiers on export) it must skip that process. The Blender triangulation modifier does a better job as it preserves the normals whereas the Verge3D exporter does not.

    Hard to explain? sorry.

    Please try it to see what I mean.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #18305
    D3Pixel
    Customer

    I made a video showing the entire workflow and how to preserve normals without triangulating the mesh in edit mode.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #18318

    Hah, seems that they improve triangulate modifyer since last time I used it. :good: Usualy it broke normals and triangulate all mesh.

    Co-founder and lead graphics specialist at Soft8Soft.

    #18321
    D3Pixel
    Customer

    Yeah, I noticed you can still see the triangulation if you switch to wireframe mode but it does not create actual edges like edit-mode does making it very useful.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #18352

    Yeah, I noticed you can still see the triangulation if you switch to wireframe mode but it does not create actual edges like edit-mode does making it very useful.

    :good:

    Co-founder and lead graphics specialist at Soft8Soft.

    #18688

    Hi d3pixel, we fixed this issue, now the exporter should preserve custom normals. This fix will be available in the upcoming verge3d release.

    Co-founder and lead developer at Soft8Soft.

    #18721
    D3Pixel
    Customer

    Hi Ivan, that is great news! will test it out. Thanks. :yahoo:

    3D Animation and Web3D services - www.d3pixel.co.uk

    #19653

    The bugfix landed in v.2.15! Let us know if the issue is gone!

    Chief 3D Verger | LinkedIn | Twitter

Viewing 9 posts - 16 through 24 (of 24 total)
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