[x3d-public] Proper IFS creaseAngle default
Mitchell Williams
m1.williams at partner.samsung.com
Wed Aug 3 16:55:03 PDT 2016
Hi Cecile,
I did test with 3DS Max exporting a Box in VRML and X3D (using Fraunhofer Instant Reality plug-in) and it did include the normals per vertex for the six sides of the box.
I haven’t seen 3DS Max export the creaseAngle, and thus the concern is rendering faceted Spheres. Therefore, I will likely have a default creaseAngle that is not 0, the X3D spec’s default value.
What happens if you have a Box and set creaseAngle to 3.1415 (PI)?
Mitch
From: x3d-public [mailto:x3d-public-bounces at web3d.org] On Behalf Of Cécile Muller
Sent: Wednesday, August 3, 2016 12:38 PM
To: x3d-public at web3d.org
Subject: Re: [x3d-public] Proper IFS creaseAngle default
Hi list,
Perhaps the safest way to preserve the smoothing from 3dsmax is to export normals instead, because max can have multiple smoothing groups in a single object, so it would have to split into several IndexedFaceSets in order to use a different creaseAngle per group (although it could be optimized to use creaseAngle instead of normals when it sees the whole mesh is a single smoothing group).
Although if you want an option to set a creaseAngle globally, that's one of the features of the BS Exporter (if you have a version of max compatible with it). When I used to use it, I'd pick 3.1415 as value because it works well as "just make it smooth" value.
See you,
Cecile
2016-08-03 18:37 GMT+02:00 Mitchell Williams <m1.williams at partner.samsung.com<mailto:m1.williams at partner.samsung.com>>:
The current default creaseAngle in IndexedFaceSet is 0. The problem is that 3DS Max does not include creaseAngle when it exports VRML or X3D. As a result a sphere mesh would look faceted and would any other 3d mesh.
I am considering our own default value for creaseAngle to be .5 radians. Users can still override our default value.
Does anyone have a better number or justification for setting creaseAngle?
Mitch
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