TS1 Edith #23 - How to: "Beta" Plumb-bob

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  • Опубліковано 4 лют 2025

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  • @a2deh
    @a2deh Рік тому +1

    Check out the smooth edges of the arrow -- this was from before I implemented support for smoothing groups in the mesh exporter, so all the normals of each vector were calculated by averaging the normals of the adjoining faces. But later you could tag each face as being in a different smoothing group, and each face in different smoothing groups would get their own vertex whose normal was calculated by averaging only the faces in the same smoothing group. So you could make sharp seams like the edges of the arrow should be by putting the different faces in different smoothing groups. But obviously this arrow was exported before I implemented that feature.

    • @a2deh
      @a2deh Рік тому +1

      The later "plumb bob" uses separate smoothing groups for each facet of the shape, so you get the nice blinky sparkle on each face as it reflects the light towards the camera all at once, instead of the mooshy smooth transitions the old arrow has.