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Better Nate than Lever... I have a small explination that hopefully will
help out here:
http://www.spiritone.com/~english/cyclopedia/smooth2.html
As always, send feedback and WTF's via email.
Josh
Josh English wrote:
> Using Warps read me file for his mesh smoother, I find that normalizing
> the normal vectors of each triangle, then averaging them, works the
> best. Of course, if you are using the vcross command to find your
> normals, remember that the length of the resultant vector has a length
> of the dot product, which will be at it's maximum when the vectors are
> orthogonal (ie, 90 degrees apart).
>
> Since this doens't make a lot of sence, I'll try to have a few pictures
> for you soon.
>
> Josh
>
> Wlodzimierz ABX Skiba wrote:
>
> > I have point O and points P1, P2, ... PN
> > connected as traingles P1OP2, P2OP3, ..., PN-1OPN, PNOP1
> > I want calculate best normal at point O for all this triangles.
> > Should it be simple normalized summary of all normals
> > or waighted one depend of areas of each triangle ?
> > Maybe other way ?
> >
> > ABX
>
> --
> Josh English -- Lexiphanic Lethomaniac
> eng### [at] spiritone com
> The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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