CompuServe Thread

#Smoothing Problem

13 messages in this thread
#66244From: Colin J. OsborneNov 12, 1993 8:52 PM
I checked the smoothing groups, and yes the faces share a common group. I also rendered it with other phong materials and the same result occurs. I purchased the mesh from Acuris, already in .3ds format. I am quite stumped. Thamks for the quick reply!
#66364From: Bob WeiblerNov 14, 1993 12:27 AM
You've got me stumped too! Just to make sure I've got this straight, all of the faces are showing up on this object (helmet?) when rendered – ie not the perimeter?
#66676From: Colin J. OsborneNov 15, 1993 9:30 PM
When I render the football helmet, all the face show up (like the Disney Epcot Sphere). There is no hiding or smoothing between them. I'm not quite sure what you mean about the perimeter. All objects in the helemet (i.e. mask, clips, pads) render O.K. Is there something I'm doing wrong with smoothing ? When I show the groups, there are 32 (max). Each group shows various connecting faces.
#66682From: Bob WeiblerNov 15, 1993 10:37 PM
When I said to check the smoothing groups, I meant to use the Smoothing Group Show command to highlight (turn red) one smoothing group at a time. When the box comes up on the screen, simply pick one of the group #'s then OK. This will highlight all faces that contain that group #. All adjacent faces on the helmet should share groups. Is this how you checked them?? I believe there is also a command where you can pick the face and find out what smoothing groups have been assigned. Maybe someone else can help out? Let me know if you ever get this fixed!
#66887From: Colin J. OsborneNov 16, 1993 9:29 PM
Bob- I now know what you meant. I checked all smoothing groups. I even reassigned the groups, but no such luck. There must be something I'm over-looking and I just can't figure it out. It is time to call tech support. Thanks for the help. I'll let you know what happens. Colin
#66943From: Yost GroupNov 17, 1993 9:19 AM
Colin, If you can get your file down to a manageable size, zip it up along with a readme.doc describing the problem, email it to me and I'll take a look at it. (Don't forget the readme.doc.) – Jack
#66979From: David TaffetNov 17, 1993 1:44 PM
Colin – For what it's worth, I once created an object as faceted, by mistake, and no matter HOW much I smoothed the stupid thing, it *never* would look smooth. I ended up deleting it and making a new one that was smoothed at the outset. No further problems…. David Taffet
#67388From: david W. mennenohNov 20, 1993 9:45 AM
Just as a thought have you tried Auto Smooth with an edge angle of 90 or something?
#67389From: Colin J. OsborneNov 20, 1993 10:17 AM
David, I tried every angle with no luck. The faces semm to be smoothed, but the edges are very predominent. Colin
#67413From: Yost GroupNov 20, 1993 1:42 PM
Colin, I just looked at your helmet. You can fix your problem by selecting all the vertices in the helmet portion, and then applying Modify/Vertex/Weld to the selected vertices. I'm not sure where you got the original helmet mesh, but it was evidently not completely "legit" for 3ds. (In addition, looks like you'll need to use a 2-sided material since it's made up of a shell of single faces.) – Jack
#67723From: Colin J. OsborneNov 22, 1993 8:49 PM
Jack- Voila ! You solved the problem. It smooths nicely now. Thanks !
#67846From: Yost GroupNov 23, 1993 11:30 AM
Glad I could be of help. – J
#68153From: Carl FinchNov 24, 1993 2:32 PM
I've just been "thumbing through" the R3 CD-ROM and have a question about a mesh, \geometry\vehicles\wheel.3ds, a mag wheel. I rendered the camera view and noticed a pattern of triangles around the outer periphery of one wheel cut-out (the one at about 1 o'clock). Displaying "edges only" shows squarish faces in that area (the triangular rendered effect is visible across the diagonal of each of these). Displaying "all lines" shows that each such "square" is composed of one large triangle (comprising two sides and the diagonal), and several slivery ones (apparently the cut-out was made by a Boolean subtract, huh?). All faces have a common smoothing group (#8, if I remember), but there is still that very noticeable pattern! I have had this problem with my own meshes, too. Can you suggest a way to eliminate or minimize it?