Hi guys,
Would be great if we could have access to the smoothed normal, when normal is being picked up from a surface of an object, for example.
Hi guys,
Would be great if we could have access to the smoothed normal, when normal is being picked up from a surface of an object, for example.
Where exactly?
We support smoothed normals in both Magma, and in the PFlow Geometry Lookup operator.
In Magma, you MUST use the FaceQuery operator since the NearestPoint and IntersectRay only get the facetted one. The FaceQuery shows the channels as “FaceNormal” and “Normal”, where the “Normal” one is the smoothed one.
This behaves exactly the same in the Krakatoa MY Magma, btw.
Ah nice. I didn’t know I should go through FaceQuery. Thanks!
Sorry to resurrect this, but my confusion arose from using reflections with a PRTSurface object, and by default it’s picking up the unsmoothed normal from the geometry (just tried with a teapot primitive). But yes, nearest point and face query/normal does give me the smoothed normal.