CompuServe Thread

#funky faces 3ds

3 messages in this thread
#33727From: Mark CriglerJan 28, 1993 7:45 PM
I'm getting some peculiar artifacts on rendering: I need to show the inside of the computer monitor that comes with the program. I create a cylinder about 3" dia by 8" long ( about 1/5 the sizi of the side of the monitor); use the boolean function to punch a hole in the side of the monitor. This creates a large no. of long, slender faces coming in from the corners of the monitor (i.e. flat plate) as they would be a stress point. The problem is that they render with dark shading/shadows even tho the material is the same (beige plastic, no mapping). The result is that i have these long, shaded triangles coming in from the corners to the side of the hole. Ive tried remapping, welding some of the verticies, moving the lights, everything I can think of. How can i prevent/fix this?
#33740From: Yost GroupJan 28, 1993 9:50 PM
When you use booleans on complex objects, it's very important to "match" the density of both objects involved. If you don't, and the boolean operation creates long, skinny triangles, you're going to get those kinds of rendering artifacts. Go back to your original objects and tessellate each of them one time and try again. That ought to do it for you. If you're getting just a _little_ shading discontinuities, you can always put a subtle stippled map on the plastic to mitigate that (but you shouldn't need to resort to this if you get the densities of the meshes right before the boolean op). – G PS: If you need any more help with this, I'll be gone as of later tonight for awhile. Contact Jack Powell or one of the other genius' here for help. Thanks.
#33754From: John K. JordanJan 29, 1993 12:44 AM
Hey Mark!, You can sometimes salvage the aftermath of a nasty boolean adventure by _extensive_ welding… hide the back half of the object, zoom in close, and eliminate most of the extra zillion faces by manually welding most of the vertices. Watch out especially for faces where all three vertices are nearly co-linear – really ugly results with Phong shading when the light is just right (er, wrong!). As Gary pointed out, more faces in your target object will help but it won't always fix it. However, it is a "hole" lot easier to make an opacity map! – all white with a black circle in the center – and apply it appropriately. I just tried it and could see right inside the monitor – (gasp! it's empty inside!). Holler (well, type) if you need instructions. JKJ ("just saying NO!" to booleans – whenever possible)