» Compute Normals
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Compute Normals

plugin TetGen smooth shading dope cgal normals libigl
Credits: Credits: igl@ETH Zurich(http://igl.ethz.ch/), lichterloh. Also makes heavy use of Eigen and CGAL.

about

Compute normals for triangulated surface meshes

ie pairs of vertices/indices sets.

  • Face normals: one normal per face (=triangle) of the mesh
  • Vertex normals: one (smooth) normal per vertex with different weighting options (area, angle,...)
  • Corner normals: one normal per indexed triangle corner

This is basically a wrapper around libigl's(http://libigl.github.io/libigl/) functions to compute normals, more info here:
http://libigl.github.io/libigl/tutorial/tutorial.html#normals

   
   

Installation Note:

Always copy the dependencies folder (+helpfiles) with the plugin!

   
      

Source Code:

The source code for the vvvv plugin as well as for the unmanaged "libigl_Normals.dll" can be found in my addonpack fork:
https://github.com/digitalwannabe/vvvv-sdk/tree/develop/vvvv45/addonpack/src/nodes/plugins/3d/3dComputeNormals

  
   

Licenses:

All my code is MIT where possible; always happy about credit to digitalWannabe/lichterloh
All code from libigl is MPL2

  
    
As this plugin is very useful for meshes generated by tetgen, it will be included in it's next update. As such it will also be part of d.o.p.e., where it can help with shading deformed meshes correctly (-> next update)!
  
NOTE: this plugin is VERY alpha, ie mainly untested, please report your findings!

download

ComputeNormals_b35.5_AnyCPU.zip
18.06.17 [00:55 UTC] by digitalwannabe | 112 downloads
v1.0 initial

anonymous user login

Shoutbox

~5d ago

tonfilm: @hadesbry latest version supporting win XP is 34.2: vvvv45beta34.2

~5d ago

hadesbry: hi, which versión of vvvv is better for win XP. thanks a lot.

~7d ago

joreg: reminder #vvvv heads in #berlin: today, tuesday, june 12th, 19h30: berlin-vvvv-meetup #meetup

~7d ago

ectrome: @joreg working! thanks

~7d ago

joreg: @ectrome login should be working again now!

~8d ago

joreg: @ectrome thanks, we're aware of the problem and working on it.