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What are they?
An edge is a line running from one vertex to another.
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Yes, and for the life of me, I cannot understand why Unreal, Quake, Unity and every other 3D game and game engine has "hard edges" on models, when dim3 does not.

Anyone know? In Unity, an imported model had hard edges (at sharp angles only of course) so when you moved it around in a light source, you could see the hard edges clearly. Why doesn't dim3 support that?
Alexander Smith Wrote:Yes, and for the life of me, I cannot understand why Unreal, Quake, Unity and every other 3D game and game engine has "hard edges" on models, when dim3 does not.

Anyone know? In Unity, an imported model had hard edges (at sharp angles only of course) so when you moved it around in a light source, you could see the hard edges clearly. Why doesn't dim3 support that?

If Unity has that, why does my model look the same in Dim3 and Unity? The edges are soft.
Also: It's per-face lighting. Not "hard edges". >_>
Bink Wrote:If Unity has that, why does my model look the same in Dim3 and Unity? The edges are soft.
Also: It's per-face lighting. Not "hard edges". >_>

Exactly, it's that each face is lite differently, there's no change in the vertexes. I assume modelers do this to show off the faces better (as it's not specifically realistic but makes the geometry obvious.)

It's basically a polygonal (instead of vertex based) toon-like shading (where there are few colors so every color change is more drastic.)

[>] Brian
ggadwa Wrote:
Bink Wrote:If Unity has that, why does my model look the same in Dim3 and Unity? The edges are soft.
Also: It's per-face lighting. Not "hard edges". >_>

Exactly, it's that each face is lite differently, there's no change in the vertexes. I assume modelers do this to show off the faces better (as it's not specifically realistic but makes the geometry obvious.)

It's basically a polygonal (instead of vertex based) toon-like shading (where there are few colors so every color change is more drastic.)

[>] Brian
Is per-face lighting slower than vertex lighting? If it's not... could you add it? It would be a nice addition. Some models look a lot better that way. Smile
Bink Wrote:Is per-face lighting slower than vertex lighting? If it's not... could you add it? It would be a nice addition. Some models look a lot better that way. Smile

I'd just have to think about how I'd want to do it, right now the lighting is shared across the vertexes so I'd have to think of a different path, but it's certainly doable.

[>] Brian
I'd love it, it makes the difference between soft ground and hard buildings huge, and it would be a great addition.

Bink, models that I put in Unity DON'T look the same as in dim3.
Alexander Smith Wrote:Bink, models that I put in Unity DON'T look the same as in dim3.
Probably because you use some of the built-in shaders in Unity/turn per face lighting on. Rolleyes
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