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[Merged by Bors] - Fix torus normals #3549
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Nice work! The greyness is (i think) an expected effect from highly reflective surfaces (notice a similar effect at the bottom of the red sphere in this Filament render). Increasing the perceptual_roughness should make it go away. Shadow artifacts are hard to avoid in all cases. That will be a constant battle I think 😄 |
bors r+ |
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Jan 4, 2022
# Objective Fixes #3547 ## Solution Normal calc adapted from https://web.cs.ucdavis.edu/~amenta/s12/findnorm.pdf ## Before <img width="1392" alt="before" src="https://user-images.githubusercontent.com/200550/148125212-fb1c083e-3c57-4330-a656-df34513c36ab.png"> ## After <img width="1392" alt="after" src="https://user-images.githubusercontent.com/200550/148125223-174dc956-37df-4ac2-8983-b18e1e2a9a7d.png"> I'm assuming that the greyness and the self-shadowing artifacts are... normal for the new renderer.
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Nice work, thanks! |
Very cool, thanks! |
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Apr 26, 2022
# Objective Fix wonky torus normals. ## Solution I attempted this previously in #3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle. This video shows toruses generated with - [left, orange] original torus mesh code - [middle, pink] PR 3549 - [right, purple] This PR https://user-images.githubusercontent.com/200550/164093183-58a7647c-b436-4512-99cd-cf3b705cefb0.mov
exjam
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May 22, 2022
# Objective Fix wonky torus normals. ## Solution I attempted this previously in bevyengine#3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle. This video shows toruses generated with - [left, orange] original torus mesh code - [middle, pink] PR 3549 - [right, purple] This PR https://user-images.githubusercontent.com/200550/164093183-58a7647c-b436-4512-99cd-cf3b705cefb0.mov
ItsDoot
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Feb 1, 2023
# Objective Fix wonky torus normals. ## Solution I attempted this previously in bevyengine#3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle. This video shows toruses generated with - [left, orange] original torus mesh code - [middle, pink] PR 3549 - [right, purple] This PR https://user-images.githubusercontent.com/200550/164093183-58a7647c-b436-4512-99cd-cf3b705cefb0.mov
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Objective
Fixes #3547
Solution
Normal calc adapted from https://web.cs.ucdavis.edu/~amenta/s12/findnorm.pdf
Before
After
I'm assuming that the greyness and the self-shadowing artifacts are... normal for the new renderer.