CompuServe Thread

#Object Faces

3 messages in this thread
#11229From: Steve BrittonMay 2, 1995 5:36 PM
I'm having a few problems with faces! I'm trying to create an L-shaped couch in the detail editor by adding an axis, drawing lines to the shape I need and then extruding upwards to form the height. I then try to add faces to the top seating surface and can't seem to be able to pick the right points in the three views. This also causes a problem because when the object is rendered with a texture, angled divisions can be seen on the surfaces corresponding to some of the faces. Should I be making the couch another way? Or am I adding faces wrongly? Could you provide a bit of help please?! Steve
#11263From: GreG tsadilasMay 3, 1995 12:24 AM
>> by adding an axis, drawing lines to the shape I need and then extruding upwards to form the height. I then try to add faces to the top seating surface and can't seem to be able to pick the right points in the three views. << Steve, Couple of ways to tackle this. First, you can add the faces to the flat 2D outline you create before you extrude. Then when you extrude the top surface will automatically be faced. If that's not what you want then, you can select HIDE from the menu, then use the lasso or drag-box to HIDE the lower vertices when viewed from the front or side views. Doing this will remove them from view, it won't delete them, so that you can easily get to the points you want to get to. -GreG
#11328From: Bob LandryMay 3, 1995 11:31 PM
<< This also causes a problem because when the object is rendered with a texture, angled divisions can be seen on the surfaces corresponding to some of the faces. >> Steve, I too, noticed and had problems with this anomoly when I first started working with Imagine. I believe it has to do with applying phong shading to surfaces having co-planar faces, that is, surfaces with faces which have all their points in the same plane. Try fracturing the surface faces and moving some of the resulting points slightly so they don't lie in the same plane. Or, in the attributes requestor, turn off phong shading. BTW, I've seen this same rendering aberration in other modellers I have, so I assume they're all using the same phong shading algorithm. Hope this helps. – Bob