Re: [Bf-committers] Triangulate modifier

2012-11-15 Thread Morten Mikkelsen
I don't think you're correct. The gl code receives quads. It's arbitrary what happens to the quads once opengl gets them. The modifier will enforce correctness. On Wed, Nov 14, 2012 at 1:10 PM, CoDEmanX codem...@gmx.de wrote: OBJ exporter offers a Triangulate Faces option. If enabled, it

Re: [Bf-committers] Triangulate modifier

2012-11-14 Thread Morten Mikkelsen
The important thing is that any proposed solution will work with export too. If the obj exporter is still exporting quads and beyond then this is not a solution. The modifier solution will make sure the exporter when exporting the dm exports the same triangulation. If what you are proposing does

Re: [Bf-committers] Triangulate modifier

2012-11-14 Thread CoDEmanX
OBJ exporter offers a Triangulate Faces option. If enabled, it won't export quads, but take the tessfaces and turn quads into tris by using vert 0,1,2 for one tris, and 2,3,0 for another. This way, you get what you see in viewport, non-destructive and without extra calculations. Search for

Re: [Bf-committers] Triangulate modifier

2012-11-13 Thread CoDEmanX
Sounds to me like there is an inconsistency somewhere in Blender, which causes the difference in mesh geometry between what baker uses and the stored/exported data... Shouldn't everything in Blender use tessfaces, if triangles are required? When baking with an all quad mesh, the triangulation

Re: [Bf-committers] Triangulate modifier

2012-11-13 Thread CoDEmanX
Alright, maybe what i had on mind isn't possible in your case. As Blender has a tessface cache, I thought it should be used throughout the application for everything that requires tessellated mesh geometry. Polygon and tessface data can be accessed at the same time, so this is basically

Re: [Bf-committers] Triangulate modifier

2012-11-13 Thread Brecht Van Lommel
Tessfaces contain both quads and triangles. The render engine can store quads natively (uses less memory) and has its own splitting algorithm which is different than what OpenGL does. Perhaps it would not be a bad thing to add an option to Mesh datablocks to disable that smart render engine

Re: [Bf-committers] Triangulate modifier

2012-11-10 Thread Morten Mikkelsen
When baking with an all quad mesh, the triangulation that is done internally in Morten's TS might not match the manual triangulation that the user applies on export, which potentially could cause issues because This is not exactly the issue. Let me clarify. The mikktspace part is done at

Re: [Bf-committers] Triangulate modifier

2012-11-10 Thread CoDEmanX
We already have tesselation (tris+quad), and you can turn the quads into triangles by taking vert 0,1,2 and 2,3,0. That will give you a triangulation like seen in Blender viewport. So why not use tessfaces? I'd like to have a viewport option to show triangulation edges, but I can't see the

Re: [Bf-committers] Triangulate modifier

2012-11-10 Thread metalliandy
Thanks for the clarification, Morten! You are of course 100% correct. :) -Andy On 10/11/2012 14:10, Morten Mikkelsen wrote: When baking with an all quad mesh, the triangulation that is done internally in Morten's TS might not match the manual triangulation that the user applies on export,

Re: [Bf-committers] Triangulate modifier

2012-11-10 Thread metalliandy
I'm not sure I get what you are suggesting here, but the point of the modifier (and why it was requested) is to give consistent triangulation between the baker and the final mesh before baking normal maps. These can then be exported into a game engine, while still maintaining a non-destructive

Re: [Bf-committers] Triangulate modifier

2012-11-10 Thread Antony Riakiotakis
Exactly, the point is not display, but data availability for baking. A {0,1,2} {2,1,3} scheme is also being considered for the modifier. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] Triangulate modifier

2012-11-09 Thread Antony Riakiotakis
Hi, There has been a request to me about a triangulate modifier. The rationale for its usefulness was twofold: 1) It allows artists to non-destructively see the triangulation of their models 2) It allows to have a consistent base for bump mapping, especially with Morten Mikkelsen's method we use

Re: [Bf-committers] Triangulate modifier

2012-11-09 Thread metalliandy
Hi, Thanks for working on this Antony! :) I have been testing this out for a few weeks and I really think it is an definite improvement to the current Blender baking/exporting workflow for game artists. Low poly meshes should always be triangulated pre-normal map bake and retain the same