Non-smooth lighting

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Re: Non-smooth lighting

Postby Trylon » Mon Mar 31, 2008 3:45 am

Vertices aren't compacted if they don't have the same vertex colors, uv coordinates, etc for each face in which they are used.
if they differ in even one of those, they're duplicated.

I'm not sure seams are how that should be done, they are pretty useful in uv mapping, and having to redo them compleately when changing the map a little seems pretty annoying to me.
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Re: Non-smooth lighting

Postby Aloys » Mon Mar 31, 2008 7:32 am

Trylon wrote:Vertices aren't compacted if they don't have the same vertex colors, uv coordinates, etc for each face in which they are used.
if they differ in even one of those, they're duplicated.

Ohh that's interesting.. But I just run a couple tests; and I can't get vertices to be separated if they have different uv coordinates. I tried everything I could think of: different positions on the same UV set/different UV sets, same texture/different textures, single material/different materials.. all the different combinations, and that won't work.
Am I missing something?
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Re: Non-smooth lighting

Postby Nadnerb » Mon Mar 31, 2008 11:21 am

Blender will still return an interpolated vertex normal to the plugin if the vertex is still connected in blender. Changing the uv coordinates may split the vertex in plasma, but that doesn't mean it's vertex normals aren't still equivalent to what they would be if they were connected. So you ARE getting the verts to be separate in plasma, you just can't tell the difference lighting-wise.
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Re: Non-smooth lighting

Postby Aloys » Mon Mar 31, 2008 11:50 am

I see. I tried to reimport the Age to check for something like that, but I coudn't import it. :p
So I guess for now I'll keep spliting faces then. :)
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