Editing Shading
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===Direct3D Gouraud shading=== | ===Direct3D Gouraud shading=== | ||
− | Orbiter uses the vertex normals for Gouraud shading: The information on how to shade is provided by the normals of every vertex in the msh file. (see 3DModel. | + | Orbiter uses the vertex normals for Gouraud shading: The information on how to shade is provided by the normals of every vertex in the msh file. (see 3DModel.pfd). If no normals are provided, Direct3D calculates them in realtime by taking the mean of the normals form the surrounding triangles (faces). This results in a smaller msh file, but the shading is smooth for every angle, that means, no sharp edges at all (a cube looks quite odd then). |
Now, if we want a sharp edge, we have to double the vertex and give it two different normals. This results in a larger filesize. | Now, if we want a sharp edge, we have to double the vertex and give it two different normals. This results in a larger filesize. | ||
These infos are from here: | These infos are from here: | ||
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If the shading is done correct, a model can look much smoother without much more work. Shading is the primary tool when modelling to reduce polycount! | If the shading is done correct, a model can look much smoother without much more work. Shading is the primary tool when modelling to reduce polycount! | ||
− | + | [[Category:Orbiter 3D Model|Shading]] [[Category:Glossary]] | |
− | [[Category:Orbiter 3D | ||
− | [[Category:Glossary | ||
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