jokerbuilder / cortex-vfx

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Nuke MeshToNukeGeometryConverter can not handle FaceVarying "N" #50

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. use FromMayaMeshConverter to create a MeshPrimitive, which has primitive 
variable called "N" which type is FaceVarying. 
2. write it out to disk cob file
3. use Reader to read this MeshPrimitive and use MeshToNukeGeometryConverter to 
convert it to Nuke geometry and "N" is not converted because the Nuke converter 
only handles Vertex type normals, while not FaceVarying ones. 

What is the expected output? What do you see instead?
The converter should handle both FaceVarying and Vertex "N", so basically if 
"N" is FaceVarying, then get the average of all the normals attached to the 
same vertex.

Original issue reported on code.google.com by ymco...@gmail.com on 9 Jul 2012 at 2:41

GoogleCodeExporter commented 9 years ago
The Issue 50 and Issue 51 are same. Sorry about that. 

Original comment by ymco...@gmail.com on 9 Jul 2012 at 2:51

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GoogleCodeExporter commented 9 years ago
Thanks for the patch - it'll be great to see support for FaceVarying normals in 
Nuke. I'm not sure converting them to vertex normals is the correct way to go 
though - did you consider using Group_Vertices when creating the nuke attribute 
rather than Group_Points? There's an example of that in 
MeshToNukeGeometryConverter where the uvs are being specified. Perhaps the same 
approach can work for normals, and allow hard edges to be preserved?

Original comment by thehaddo...@gmail.com on 9 Jul 2012 at 3:23

GoogleCodeExporter commented 9 years ago
Oh, I see your idea. Please check out the new patch file. Now it is using 
Group_Vertices instead of Group_Points, and the hard edges can be perserved. 
I have tested it in our pipeline geo loader and it worked. 

Original comment by ymco...@gmail.com on 10 Jul 2012 at 12:20

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