#Smoothing Question
10 messages in this thread
I have a question. I built a logo in 3D, then used the MELT software to get
it to collapse into a pool. No problem. However, in rendering I get
occasional sharp triangles appearing on certain frames, like the smoothing is
getting confused. I've tried re-smoothing each morph shape and I do have morph
smoothing turned on. Is there any way to get rid of these sharp edges?
thanks.
The Melt routine needs quite a bit of faces for a smooth effect, and it sounds
like your logo needs a little more complexity. Try using
Create/Object/Tessellate before melting it.
– G
That's probably it. I'm getting the most rough edges on the front of the
logo, which is flat. Thanks.
Well, I tried tesselating the objects. The problem is, the object is broken
up into trinagles in such a way that there are quite a few long, pointy faces.
Tesselation only adds more of those faces. This is where I'm getting the
"wrinkles* in my smooth surfaces. Is there a way to break up a surface with a
grid (Wavefront does this with their tesselation command)? I've also tried
adding more points to the original 2D shape to get it to break up differently,
but that didn't seem to help (the main culprit here is the letter "R" with its
2 legs and a hole in the middle!).
If you have Optimize.pxp, you can select specific regions for tessellating for
more-local operations. Re gridding the surface… that's an excellent
candidate for an IPAS routine!
– G
Oh yeah, and another thing. I tesselated the object, then melted it and got
strange spiky points sticking out all over! Very weird!
Apparently there's no one-step way to fix my problem. Sounds like I'll have
to do a little manual "diddling". Normally the 3-D type looks fine. It's when
I melt the darn thing that I run into problems.
>>long, pointy faces…
Hello Glenn.
PMJI, but if adding a few extra vertices in the shaper doesn't create the
desired mesh, you can usually break up the faces with a little manual
application of Modify/Edge/Divide and Modify/Edge/Turn, perhaps followed by a
little Modify/Vertex/Weld if necessary. (Hide all the faces behind first.)
With these three commands you can massage the faces until they are exactly as
you want them without changing the mesh surface shape. I have fixed a bunch of
smoothing wrinkles like this.
If you haven't used Edge/Turn much, just be careful to avoid making a face with
zero area. For example, Turning the center (vertical) edge in the left diagram
below will result in a bogus face squashed into the horizontal line in the
diagram on the right:
+—-+—-+ +—-+—-+
\ | / \ /
\ | / \ /
\ | / \ /
\|/ \ /
+ +
Another no-no is to Turn the edge between a pair of faces similar to those
above but where the horizontal line forms a concavity. This will result in
overlapping co-planar faces, but at least you can recover quickly by turning
the edge again.
As Edge/Divide will create a new vertex in the plane of the original face, you
can even move the new vertex around to suit if you first align a User View to
the face.
Now what would REALLY be useful is a Modify/Edge/Refine command – that would
save a lot of time in face editing. (Is Mr J-WishList-R listening?)
JKJ
JKJ,
>> Modify/Edge/Refine command <<
I've wanted that for ages – I'll second your wish.
What? You mean release 4.0 doesn't have the "Fix Everything" button
installed yet? Darn! I'll give your suggestions a try & see what happens.
Thanks.
<< Now what would REALLY be useful is a Modify/Edge/Refine command – that would
save a lot of time in face editing. (Is Mr J-WishList-R listening?) >>
got it.