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 Forum index » Featured Tools » Voxel Section Editor III » Suggestions
Normals "Colouring"
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jul 26, 2009 9:13 am    Post subject:  Normals "Colouring"
Subject description: Because Grey is both difficult to use, and difficult to see
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After Sane mentioned it I sort of started thinking about it.
You see, rather than the current grey visual scheme for normals, I'd like to see a more obvious spectrum.
Obviously this spectrum would be the red->yellow->green->blue->purple, with gradients between.

It'd make normals painting easier, with a more varied palette of colours and a visual clue as to the orientation of the normals.
There really isn't many clues as to the normal of any given voxel, because the grey only can be seen to change on the underside.

Without this addition to VXLSE, I don't see myself ever really painting normals properly.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jul 26, 2009 9:44 am    Post subject: Reply with quote

Sane is already working on the new palette for normals Razz
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jul 26, 2009 9:54 am    Post subject: Reply with quote

Indeed. Razz

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007
Location: California, USA

PostPosted: Sun Jul 26, 2009 9:57 am    Post subject: Reply with quote

#Tongue indeed i am, i've actually got it done for the TS spectrum, i'm just waiting for Banshee to implement them... so we should hopefully see them soon Smile
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HBD
Civilian


Joined: 01 Oct 2009
Location: China

PostPosted: Sun Jan 16, 2011 12:25 pm    Post subject: Reply with quote

Red may correspond to X, green to Y, and Blue to Z.
For example, we can get the color for a normal like this:
R=floor(X*256), G=floor(Y*256), B=floor(Z*256).
Please have a look at the screenshot of my private modified version of VXLSE III with the feature above implemented. I think it looks great, and it make normalizing no longer obscure to the users.
What do you think?


demo.jpg
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demo.jpg



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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Jan 16, 2011 5:43 pm    Post subject: Reply with quote

Good approach. The only problem are the negatives...

Try

R = Round(((X * 2.0) - 1.0) * 255);
G = Round(((Y * 2.0) - 1.0) * 255);
B = Round(((Z * 2.0) - 1.0) * 255);

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HBD
Civilian


Joined: 01 Oct 2009
Location: China

PostPosted: Mon Jan 17, 2011 8:30 am    Post subject: Reply with quote

Yes, you are right; sorry for my mistake #Tongue
I'm going to take further steps in the normalizing methods, maybe I'll create a 'manual normalizer' someday Smile

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