[Runtime Feature]: Auto Smooth Geo Threshold
What is the context of the feature/improvement?
Often times, inherited brush work from a game will not have any smoothing on it, and will result in extremely faceted looks when
Please describe the feature/improvement?
Not sure if this is a good/viable feature, but the ability to define either a global, or per hash override Auto Smooth Threshold.
Similar to how blender or 3ds max will smooth normals past or below a certain threshold. This feature would be helpful to smooth shallow angle changes like on pipes or rounded corners, while still keeping the sharp normals of harder edges.
What would be your solution? (optional)
Some sort of this could exist in the runtime, or the tool depending on ease of implementation and how robust the feature might need to be.
A global float/scalar of smoothing angle that's just applied to geo on screen, that could be adjusted in the runtime settings. Since brush work has unstable hashes, it might make the most sense to have it here.
It's doubtful that smoothing instances of brushes would keep consistent from the tools perspective.
Version
1.0.0
Media
No response
Related: https://github.com/NVIDIAGameWorks/rtx-remix/issues/753
Unfortunately, with how Remix processes geometry this would be very difficult because brushes are dynamic geometry and unstable for replacements.
Unfortunately, with how Remix processes geometry this would be very difficult because brushes are dynamic geometry and unstable for replacements.
Oh to be clear, I'm talking about NOT replacing the geo. Keeping the geo the same, but having an auto smooth function that gets applied to all geo, with a controllable threshold. No replacement, just global values that are configurable.
Hey, @Safemilk - thanks for clarifying! After some more discussion, we've taken this into consideration and filed REMIX-4687 for internal tracking.