<div dir="auto">Did you get the black tongue effect? I’ve seen that in Sunrize, and reported it there. Holger had a response about providing normals.</div><div dir="auto"><br></div><div dir="auto">The displacers were taken from CoordinateInterpolators in the HumanoidAnimation/FacialAnimation X3D archive. <div><a href="https://www.web3d.org/x3d/content/examples/HumanoidAnimation/FacialAnimation/index.html">https://www.web3d.org/x3d/content/examples/HumanoidAnimation/FacialAnimation/index.html</a></div><div dir="auto">Perhaps we could derive normals from those examples, realizing only one set of meshes is chosen for the final version.</div><div dir="auto"><br></div><div dir="auto">It’s relevant, because I will be providing a unified skin mesh for FACS, and it would be nice to provide normals.</div></div><div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Tue, Feb 11, 2025 at 3:41 PM Andreas Plesch via x3d-public <<a href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="ltr"><div>I noticed that some displacers cause degenerate or flipped triangles which may cause rendering problems, mostly due to problems calculating automatically a good normal vector.</div><div><br></div><div>In general, for best rendering results, it is necessary to provide precomputed normals. rather than rely on automatic normal calculations. Was there a discussion on how to have displacers provide precomputed normals along with the displacement of the vertices ? That would help with rendering quality, and may be necessary for some use cases.<br clear="all"></div><div><br></div><div>This may be deemed a long term feature to consider.</div><div><br></div><div>Perhaps an idea would be a MFRotation normalRotations field which has the rotation required to rotate the normal (per vertex, or perhaps per face) from the rest orientation to the final orientation. Weights are applied with slerp. For animation authors it would be probably easier to be able to just directly provide the final orientation.<br></div><div><br></div><div>Any feedback or comment much welcome, -Andreas</div></div><div dir="ltr"><div><br></div><div><br></div><span class="gmail_signature_prefix">-- </span><br><div dir="ltr" class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div>Andreas Plesch<br>Waltham, MA 02453</div></div></div></div>
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