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mike74

vertex normals

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I'm creating a 3d rock by distorting a sphere with Perlin noise and taking the convex hull (http://www.coolgroups.com/lavarock), and I'd like to be able to use vertex normals and Gouraud shading. However, I don't know how to compute vertex normals for a distorted sphere. Any ideas on how I might do this?

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Well, distorting a sphere with perlin will probably not end up convex!

Computing vertex normals is pretty easy, just take a sum of the triangle normals which include the vertex, normalize and done! But I would try just straight flat-shaded normals first (then it's just take the cross-product of two edges of the triangle and normalize), and on rocks and stuff I think smooth shading looks really bad. Rocks have edges, duh! (probably a combination is best)

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