Programming

Surfacer

Polygon normal processing



Sufacer aims to help artists with materials and masks when working on heavily meshed objects.

On most scenes, elements from mechanical watches were composed of three parts : vertical faces (tops), horizontal faces (contours) and bevels between them (bevels). Each one had its specified material, hence a specific material ID. Being converted from NURBS, meshes shown a very high polygon density, up to 1000 faces for a single screw, along with vertex anarchy, making it difficulty to process by hand.
Surfacer allows the user to select top, contour and bevel faces in a glance. It also as an automated material ID's setting, with an in-viewport RGB preview and a button to render the currently selected object to mask. Processing a rotated object is also possible, even if this rotation is inherited from another scene node.






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