Thanks Jose, I'll adjust the IDF plugin code to do just that - split the model so the top and bottom planes have 1 set of vertices and the vertical edge has smoothed vectors with Z=0.
- Cirilo On Thu, Dec 17, 2015 at 1:44 AM, José Ignacio <[email protected]> wrote: > Those artifacts look like duplicate vertexes with normals pointing > different directions, ideally, for smooth shading wou'd want to break > up the mesh on each facet of the model (ie: have all vertexes from the > star pointing up, the other side pointing down and each side pointing > perpendicular to each rectangle). In Blender you'd use the edgesplit > modifier since even without the duplicate vertexes that star would > look really ugly with automatically computed normals and smooth > shading. > > > On Tue, Dec 15, 2015 at 10:21 PM, Cirilo Bernardo > <[email protected]> wrote: > > Hi folks, > > > > I've added 3D per-vertex normal calculations to the 3D model plugins > > but I'm calculating bad figures as seen in the *.wrl file below and a > > corresponding render from view3dscene: > > > > > https://drive.google.com/file/d/0By_XTJN-s8aXX3pCeFhWbTZNYWs/view?usp=sharing > > > > > https://drive.google.com/file/d/0By_XTJN-s8aXSmNEMlhOblRlLUE/view?usp=sharing > > > > Does anyone have some idea what I could be doing wrong to get such > artefacts > > in the image? I would like to fix my per-vertex normals calculation as > it's > > meant > > to be a tool to help 3D plugin developers create normals lists in cases > > where > > the model does not provide the information. > > > > - Cirilo > > > > _______________________________________________ > > Mailing list: https://launchpad.net/~kicad-developers > > Post to : [email protected] > > Unsubscribe : https://launchpad.net/~kicad-developers > > More help : https://help.launchpad.net/ListHelp > > >
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