However, in the case of a subd which generally doesn't have explicit
normals, the normal of the implicit surface is flipped when the vertex
order is changed.
It seems tough to deal with Alembic being clockwise when using it to
go between apps which are both counter-clockwise. As long as some apps
exists which are clockwise, we probably have to deal with this one way
or another, but it seems wise for Alembic to go with what seems like
the clear majority (counter-clockwise).
Is it worth considering letting Alembic store either order and tag the
mesh to indicate which order is used?
How are people with mixed pipelines dealing with the difference?
On a related topic, should it be documented specifically for the
NuPatch which way the implicit normal is? (dPdu x dPdv or the other
way?) Houdini and Maya seem opposite in this reguard and it's been a
tremendous pain.
--jono
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While there was an earlier message about Alembic assuming left-handed
data, I believe it's actually right-handed.
I've confirmed that we're sending right-handed data to both prman and
arnold out of our in-house tools. (Either renderer can be configured
to be left or right-handed.) We're using the vertex order directly as
currently described in Alembic without issue on both polymeshes (with
user-defined normals) and subdmeshes.
That winding order is opposite of what's described in maya. We do that
flip on the way in or out of maya.
I'd lean toward a single supported winding order. I'm biased towards
the way it is now -- in part because it's working for us across
multiple renderers and packages already.
--
Pete
--
+1 on the plan to just lock it down as CW. Looks like it's easier to
flip over than I thought, and the tools are actually more varied
between CW and CCW than I thought.
I would like to lock down too if N on a nurbs patch is dPdu x dPdv or
dPdv x dPdu. I'm pretty sure Maya and Houdini disagree here, and
fixing it in converters is harder because if you reverse U or V to fix
the normal, the parametric UVs are changed.
--jono