Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jan 30, 2007 12:26 am Post subject:
Smoothed Cubed Normalizer vs Westwood
Subject description: Hard to detect the difference!
Straight from a secret PPM labs, today I've started to have some ideas on how to improve the Cubed AutoNormals featured on Voxel Section Editor III 1.2c. My original idea was to make a Cubed AutoNormals 2x. which would normalize it and then, normalize over the normalization. The idea failed even in the paper (the results were very distorted).
So, I've decided to investigate the traditional way of normalization + smooth and the results are excelent. To be honest, it will be very similar to what you get by doing Cubed AutoNormals + Smooth and the difference might be only few voxels in very few ocasions.
Here's some results:
smin_002.jpg
Description:
Slave Miner with the Westwood perfect normals
Filesize:
286.28 KB
Viewed:
12339 Time(s)
smin2_000.jpg
Description:
Slave Miner with the new normals.
Filesize:
287.02 KB
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12339 Time(s)
zep2_000.jpg
Description:
Kirov airship with the new normals. I have yet to find the difference between this and the original Kirov from Westwood.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jan 30, 2007 11:38 am Post subject:
Bumpage!
To consider the effects of comparison, I'm following a suggestion from Stucuk and I'm posting the units above with the old Cubed Normalizer, so you guys can feel the difference.
smin3_000.jpg
Description:
Slave Miner with the old cubed normals. The differences are minimal.
Filesize:
272.65 KB
Viewed:
12309 Time(s)
zep3_000.jpg
Description:
Kirov with the old cubed normalizer. The normals in the front are not good, although the problem is more noticeable on VXLSE III.
Filesize:
168.9 KB
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12309 Time(s)
mad-dog4_001.jpg
Description:
Mad Dog's front with the old cubed normalizer. Note the curves in the head of the mech.
Filesize:
284.8 KB
Viewed:
12309 Time(s)
mad-dog4_002.jpg
Description:
Mad Dog's back with the old cubed normalizer. There are few abnormal 'turn ups' in the back.
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Tue Jan 30, 2007 3:34 pm Post subject:
does this mean the annoying no-1-voxel-wide-objects-rule can now be broken? _________________ Please, read the signature rules of the forum. QUICK_EDIT
No. Voxels can still only have one normal each. That rule will never change. Unless C&CVK writes an updated voxel format that can take more than one normal. I highly doubt it'll happen. _________________
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Jan 30, 2007 8:00 pm Post subject:
Ingame? specifically of the Kirov's lack of annoyng stairs?(havent seen stock Kirov in a LOOOOOOOOOOOONG time.) _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
ah. I was just trying to prevent the "skirmish" that occurred before...
Simpler is to just say "Excelent work" and not mention any names. That way ur never wrong. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Posted: Thu Feb 15, 2007 2:34 pm Post subject:
error
its not as good as you say it is, it seems to have problems with front right(left hand when looking at the front) and and rear left(left hand looking at the back) sides.
wwan5.PNG
Description:
Left hand side is Original Boomer Sub. Right hand side is using VXLSE III 1.32's autonormals 5.
Once my computer is functional again, I'll try to simulate the problematic parts of this boomer by hand to see what could be wrong with the normalizer.. QUICK_EDIT
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