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TIN surfaces and Normals


Hello!

 

I am currently Generating TIN surfaces from a pointcloud and exporting as a FBX.

 

I am having some issues with bad looking edges, aswell as vertexnormals looking like split normals everywhere (hard edges, see image below)

Imported into Unreal enginezoomed inAs you can see from the images here, the triangulation is very rough. is there anyway to average those normals to get a more smooth experience? Think smoothing groups, from 3D studio max or something similar. i dont want to actually change the geometry, just the visuals.

 

This was generated from a 4x4km pointcloud with a TIN generator surface tolerance at 0.5 (just to speed up the process).

 

 

 

Best Regards.

Oskar Wallin

Best answer by daveatsafe

Hi @oskarwallin90​,

I have added a custom transformer to FME Hub, the MeshSmoother. This transformer will adjust all the vertex normals in a Mesh geometry so they reflect the average of all the face normals attached to them. This should provide the smoothing you are looking for, if the renderer supports it.

 

You can use the Triangulator or the GeometryCoercer to convert Surfaces to Meshes.

 

Please try the transformer and let me know if it works OK for you.

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4 replies

muzhnasto
Contributor
Forum|alt.badge.img+12
  • Contributor
  • July 8, 2022

Hi, there is a Smoothing Groups parameter in 3ds max, maybe there is a similar module, plugin or setting in your visualization program?


daveatsafe
Safer
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  • Safer
  • Best Answer
  • July 11, 2022

Hi @oskarwallin90​,

I have added a custom transformer to FME Hub, the MeshSmoother. This transformer will adjust all the vertex normals in a Mesh geometry so they reflect the average of all the face normals attached to them. This should provide the smoothing you are looking for, if the renderer supports it.

 

You can use the Triangulator or the GeometryCoercer to convert Surfaces to Meshes.

 

Please try the transformer and let me know if it works OK for you.


daveatsafe wrote:

Hi @oskarwallin90​,

I have added a custom transformer to FME Hub, the MeshSmoother. This transformer will adjust all the vertex normals in a Mesh geometry so they reflect the average of all the face normals attached to them. This should provide the smoothing you are looking for, if the renderer supports it.

 

You can use the Triangulator or the GeometryCoercer to convert Surfaces to Meshes.

 

Please try the transformer and let me know if it works OK for you.

thank you, it does exactly what i was looking for :)

 


charry
Contributor
Forum|alt.badge.img+5
  • Contributor
  • March 2, 2025

Add as many d

daveatsafe wrote:

Hi @oskarwallin90​,

I have added a custom transformer to FME Hub, the MeshSmoother. This transformer will adjust all the vertex normals in a Mesh geometry so they reflect the average of all the face normals attached to them. This should provide the smoothing you are looking for, if the renderer supports it.

 

You can use the Triangulator or the GeometryCoercer to convert Surfaces to Meshes.

 

Please try the transformer and let me know if it works OK for you.

hello,when i use PipeReplacer ,then use Triangulator  MeshSmoother, AppearanceSetter count  add texture,how i  do? thanks

etails as possible, by providing details you’ll make it easier for others to reply


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