tamte
probiner
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Your image shows the two shading types in action?
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I feel like twod threw in another heavily discussed problem about viewport shading and that automatic cusping of vertex normal for the geometry
as many apps have that concept that cusped normals are applied on the geo automatically based on user defined angle if no vertex normals are present. Houdini doesn't do that, hence the need to manually append Normals SOP if there is a need for that
But I feel like you weren't concerned about cusping, rather about values produced at the points and hence interpolated within the polygon
one thing is for certain, what you are proposing is faking the natural light response at the given normal orientation just to get something more visually pleasing, which is what Jason was talking about. Simply Houdini's viewport tries to aim for representing materials as you would see them in Mantra, therefore compare those 2 to see the difference
the other side is really handling the normals to better represent the shape you are looking at and that's where cusped normals can come into play
since looking at box with normals trying to represent a sphere is not what anyone wants and then trying to fix that by artificially bending the light to 180 degrees is simply misleading since while the interpolated box may appear nicer to you, the sphere will be shaded 0-180 as well which would not be representing the correct lighting at all
Ok, on the light of that I understand Jason's point better.
Well, yes, smooth cubes are rendered like that. On the other hand, when you render I assume you don't use headlight, but an actual lighting setup with image based aspects. And of course it's nice you can predict how things will render, more over with the establishment of PBR or just a straight Interactive Preview Rendering.
I wasn't indeed concerned at all about edge cusping, like I said in opening post, but I can agree the use of Angle Threshold as basic rule with hard edge marking or vertex normal map on top is nice.
I started to like the look of the Houdini smooth normals, specially because of the soft spec and less triangulated look, I just didn't like the way they were shaded when the normal started to face back. What I had in mind with this thread was more of a modeling shader look, not as convoluted as this
mockup [probiner.xyz], but something simple that just looks nice under headlight and it allows a good inspection of meshes shape while you work them and they are modeled, deformed, tumbled, etc.
So a separate mode? Yeah maybe, I got a sense that Houdini is taking some turns and starting to harbor not just hardcore VFX, so maybe a visualization mode that aids to those could be nice.
Again I'm no rendering, OGL guy, just evaluating what I see on the surface and trying to grasp it.
MartybNz
In H15 ‘Normal’ lighting can now use an environment light, make sure to put an image in the slot, that fills in the blackness.
I need to check how to do this. Some glazing reflections might ease up though it wasn't what I was looking for here.
Thanks