That method gives me hard edges which I don't really want, but it could be useful for some other things I guess. What I'm really looking for are smooth edges that kind of look like a high poly (subdivision) mesh when it's really just a simple mesh.
Here's another example that maybe makes more sense. The left mesh is the face weighted normal mesh and the mesh to the right uses a normal node with cusp angle 30. The geometry is the same.
If there's no such thing built in I guess I could write a script for it instead.
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Houdini Indie and Apprentice » How to do face weighted normals in Houdini?
- HenrikVilhelmBerglund
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Houdini Indie and Apprentice » How to do face weighted normals in Houdini?
- HenrikVilhelmBerglund
- 23 posts
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Hi. I'm a newbie and I'm looking for a way to do face weighted normals in Houdini for game assets. (http://wiki.polycount.com/wiki/Face_weighted_normals) [wiki.polycount.com]
The left box is a box made in Houdini with a polybevel and nothing else. The right box is a box made in Blender, beveled, then the normals were edited with a face weighted normal script.
The left box is a box made in Houdini with a polybevel and nothing else. The right box is a box made in Blender, beveled, then the normals were edited with a face weighted normal script.
Houdini Engine for Unreal » Is there an eta on Houdini Engine for UE 4.11?
- HenrikVilhelmBerglund
- 23 posts
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