VS geometry limits

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enlightenment
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VS geometry limits

Post by enlightenment »

I'm in the early stages of writing a Python importer to convert Lightwave objects to xmesh and I have a few questions about VS' rendering capabilities.

VS can cope with xmesh objects that do not have surface normals, correct? Naturally faceting is to be expected.

Is there a way to use more than one texture image in a single xmesh?

There's no bult-in means to 'texture' portions of a mesh with a plain single color without using a UV map and texture?

Are there any polygon geometry pitfalls above and beyond badly nonplanar faces and <3 vertex degenerates? Can VS handle holes in polys?


I realize these are somewhat esoteric questions but LW does things--particularly surface normals and UV texture maps--in a vastly different way from e.g. Wings and I'm looking for shortcuts to make an importer that's just smart enough to work without going overboard.

Thanks.
scheherazade
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Post by scheherazade »

if you look at the xmesh file you can see whats inside
tri/quad are obvious from that. i cant remember if it supports poly.

i donno about the normals bit. but it cant hurt to include them i guess...

1 texture per mesh

multiple textures need to be multiple xmeshes.

also, the xmesh file has material properties in it at the bottom.

and a question, do you plan a max or maya plugin?

-scheherazaede
enlightenment
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Post by enlightenment »

Anonymous wrote:if you look at the xmesh file you can see whats inside tri/quad are obvious from that. i cant remember if it supports poly.
Xmesh has tristrip, which seems to be intended for sides >4 polys but I'm not entirely sure.
i donno about the normals bit. but it cant hurt to include them i guess...
The hurt here is that LW computes poly normals at render-time and doesn't store them in the object files. If VS requires normals then I'll have to write code to generate normals from the geometry. This is more a job for C++ than Python.
and a question, do you plan a max or maya plugin?
'Fraid not. I don't have access to either 3DS or Maya and writing plugins is out of my coding league.
hellcatv
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Post by hellcatv »

well I think VS does fine without normals unless you want a smoothshaded model (i.e. round parts)
you see it generates them as if each face were separate--it doesn't interpolate the normals--
it's best to generate them so stuff where it should be interpolated is interpolated--and stuff where it should not is not :-)

but do what you can...start without them :-)
and then if models need them then we add 'em ;-)

to make it true shading you have to use sharedvertex="1" I think

anyhow come up with a rough version and we'll see if it needs fixing
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