Trying to Understand Issue w/ Vertex Normals and Blender
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 From:  BurrMan
4272.4 In reply to 4272.1 
Hi YHWH,
When MoI creates the polygon data, it creates the vertex normals from the original NURBS surface.. Once it has been transformed into a poligonal object, the calculation then has to come from a faceted, non-curved surface (groups of flat polygons) and can lead to shading glitches.

A NURBS object is a mathematical representation of true curvature. A polygonal model is a group of flat surfaces that represent curvature (small or large facets determine the approxamation).
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 From:  bemfarmer
4272.5 
Updated importer for blender 2.5x from Anthony here:...................?......
http://chronosphere.home.comcast.net/~chronosphere/true-normals.htm
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 From:  Michael Gibson
4272.6 In reply to 4272.5 
Hi bemfarmer - [.... EDIT: message about wrong link removed ... ]

- Michael
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 From:  bemfarmer
4272.7 In reply to 4272.6 
Sorry, just fixed it.
I'm ignorant of vertex normals, so will say no more.
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 From:  Michael Gibson
4272.8 In reply to 4272.5 
Hi bemfarmer, the only thing is that unless Anthony has updated it, the 2.5 version mentioned on that page is an older release of 2.5 from 6 months or so ago, not the most recent 2.5x one.

- Michael
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 From:  bemfarmer
4272.9 In reply to 4272.8 
Thank You Michael.
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 From:  SteveMacc (STEVEH)
4272.10 
A good example of a shading error where the vertex normals are ignored is where a round fillet joins on to a flat section (a very common occurence in mechanical objects). The Phong shader will treat the flat section as an extension of the fillet and you will get some odd shading occurring across the flat part. Without vertex normals, the solution is to add a thin ring of co-planar polygons round the flat section to "protect" it. This is normal practice when modelling directly in polys but is not done when exporting from Nurbs, like MOI.
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