Geometry vertex and triangle AOVs

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B.Y.O.B.
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Re: Geometry vertex and triangle AOVs

Post by B.Y.O.B. »

Dade wrote: Mon Mar 23, 2020 4:14 pm
B.Y.O.B. wrote: Mon Mar 23, 2020 1:19 pm I guess each flat-shaded face has an exclusive set of vertices?

I'm getting 24 verts when I use the Blender .ply exporter, and 36 when I use the LuxCore FILESAVER engine.

Maybe we're doing something wrong in here? https://github.com/LuxCoreRender/LuxCor ... r.cpp#L835
Omg....

Exporting a quad using 6 vertices instead of 4 is wrong for sure.

How does Cycles work with the default cube from the "island" point of view ? Is it considered a single island or 6 (one for each face) ?
I have a fix for this. Just need to tidy it up before pushing.
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Re: Geometry vertex and triangle AOVs

Post by B.Y.O.B. »

Dade wrote: Mon Mar 23, 2020 1:09 pmHow can I get a cube with 8 vertices out of Blender ?
As far as I understand the LuxCore mesh system, a vertex can only have one normal, correct?
If that's the case, then a flat-shaded cube has 6 sides * 4 vertices = 24 vertices minimum. We can't go lower, otherwise we'd have a smooth-shaded cube.

With my fixed export, I now have these numbers:
Flat-shaded cube without UVs or vertex colors:
tris: 12
vertices: 24
normals: 24

Smooth-shaded cube without UVs or vertex colors:
tris: 12
vertices: 8
normals: 8
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Re: Geometry vertex and triangle AOVs

Post by Dade »

B.Y.O.B. wrote: Sat Mar 28, 2020 9:36 am As far as I understand the LuxCore mesh system, a vertex can only have one normal, correct?
0 or 1 normal: it means you could export flat faces as a separate mesh without normals (but don't bother, it is not worth of the troubles).
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