  | | | AW: normal interpolation | AW: normal interpolation 2005-01-03 - By Guy Rabiller
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Well, if you are generating Geometry from within a Geometry Shader, then it is your responsability to give the (interpolated) Normals as well. --
guy rabiller | 3d technical director @ LaMaison
xsi@(protected) wrote:
>That cannot help. The geometry is generated inside a geometry shader so I >cannot set the discontinuity in XSI. >But maybe your second argument has something to do with the problem... > > --- Urspr�ngliche Nachricht --- >Datum: 03.01.2005 13:35 >Von: XSI@(protected) >An: <XSI@(protected)> >Betreff: RE: normal interpolation > > > >>There's two possiblilities here. If you're lucky then the auto >> >> >discontinuity > > >>is set wrongly in the geometry approximation settings. I can never >> >> >remember > > >>which way this setting goes but set it either very high or very low and >> >> >see > > >>what happens. >>If you're less lucky then polygons have all been generated with their >> >> >own > > >>set of vertices and there is no continuity possible between them. There >> >> >are > > >>some filter tools that should be able to merge vertices for you, maybe >>someone else knows of them from memory? >> >>K. >> >> >> >>>-- --Original Message-- -- >>>From: owner-xsi@(protected) >>>[mailto:owner-xsi@(protected)] On Behalf Of xsi@(protected) >>>Sent: 03 January 2005 10:15 >>>To: xsi@(protected) >>>Subject: normal interpolation >>> >>>I have a problem with the interpolation of the normals from a >>>polygonal geometry generated with a geometry shader. The >>>generated geometry looks like a polygon with a discontinuity >>>of 0. How can I force mental ray to interpolate the normals? >>>On the left side is the geometry shader (no instancing). >>> >>> >>>
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