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Re: Blender to MED with correct Smoothing groups
[Re: Machera]
#455860
11/01/15 15:57
11/01/15 15:57
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Sadly, smoothing groups aren't supported by Acknex and most other engines (as far as I know).
POTATO-MAN saves the day! - Random
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Re: Blender to MED with correct Smoothing groups
[Re: Machera]
#455867
11/02/15 06:58
11/02/15 06:58
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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Posts: 927
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I believe the engine will double/split vertices per face anyway ,so there is no need for concerns ,except to always keep under the 16 bit mesh buffer limits .
Last edited by Wjbender; 11/02/15 09:40. Reason: think I wrote 32 when I meant 16 bit
Compulsive compiler
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Re: Blender to MED with correct Smoothing groups
[Re: Wjbender]
#455880
11/02/15 11:22
11/02/15 11:22
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
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Serious User
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Posts: 1,337
Hiporope and its pain
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I believe the engine will double/split vertices per face anyway As far as I know it does not. I always had to cut meshes by myself in order to get sharp and soft edges.
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Re: Blender to MED with correct Smoothing groups
[Re: txesmi]
#455887
11/02/15 13:44
11/02/15 13:44
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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Posts: 927
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yes you have to split based on normals in the modeler if it supports smoothing groups , but I am refering to the question , if its a concern that more vertices are then needed .
and I believe its no concern as long as the vertices stays below 16 bit range , the engine would only need to have all of the mesh data in a single mesh buffer for a single draw call ..
if in fact the model goes over the limit , the mesh can be seperated in to multiple nodes , if needed by the modeler I think .
and I believe the engine splits triangles such that each has its own vertices , it might be the case for blocks , I am not sure but I remember having difficulty with vertice counting sometime and figured out sometimes theres duplicate vertices ,because some triangles have seperate vertices ,which led me to believe the engine splits them .
anyway , I could be very wrong .
Compulsive compiler
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Re: Blender to MED with correct Smoothing groups
[Re: txesmi]
#455892
11/02/15 14:53
11/02/15 14:53
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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User
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Posts: 927
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agree I am technically 100% unsure :-D
you got me thinking with the uv thing , now I am totally unsure , depends on the d3d vertex declaration structure used ?
and I actually would also like to know the steps needed for a successful export from such as blender .
Compulsive compiler
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Re: Blender to MED with correct Smoothing groups
[Re: txesmi]
#455898
11/02/15 16:29
11/02/15 16:29
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Joined: Nov 2009
Posts: 43 Turkiye
Machera
OP
Newbie
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OP
Newbie
Joined: Nov 2009
Posts: 43
Turkiye
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Guys thank you for your answers! However, I dont have any technical background like yours. What I am exactly sure that, blender can able to render hard / soft edge objects without splitting mesh. However, I understand from your answers that MED could not support this feature right know so I have to use Edge Split Modifier I also want to add that, I had similar issue with 3DS Max as well despite using FBX 2010 with selecting "Include Smoothing Groups" option. I hope someone response my concern with more definitive explanation.
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