The elongated cube was the first counter example given: the normals get incorrectly skewed toward the longer sides, even though the local geometry stays the same (it's still a cube after all). Yes, the box is a bad example, but this applies to all non-uniform scaling of meshes, the box is just a simple illustration.
Another example is just with any mesh that is more subdivided in one area than another -- the more subdivided the mesh becomes, the less those triangles influence the normal, which will result in very odd normals on the boundary of lowly/highly subdivided surface regions.
Calculating normals of a mesh
Started by bladder, Sep 02 2004 07:43 AM
22 replies to this topic
#21
Posted 20 March 2010 - 09:50 PM
#22
Posted 20 March 2010 - 11:24 PM
.oisyn said:
The real world mostly just uses the normals produced by modeling applications, and artists are able to tweak them ;)
poita said:
The elongated cube was the first counter example given: the normals get incorrectly skewed toward the longer sides, even though the local geometry stays the same (it's still a cube after all).
Could you elaborate what kind of concrete case are you after with the second example? I have done some un-even subdivision on terrain geometry, but I haven't noticed any odd normals in those cases using the triangle area. On a subdivided cube that was bevelled, using the triangle area looks better IMO, because there is less lighting anomality on quads next to the cube edges because normals are more bent towards the cube face.
#23
Posted 28 September 2010 - 02:04 PM
A similar discussion has taken place here: http://www.gamedev.n...topic_id=355340. Might want to check it out. They find a pretty elegant solution.
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