#Smoothing Problem
13 messages in this thread
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!
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?
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.
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!
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
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
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
Just as a thought have you tried Auto Smooth with an edge angle of 90
or something?
David,
I tried every angle with no luck. The faces semm to be smoothed, but the edges
are very predominent.
Colin
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
Jack-
Voila ! You solved the problem. It smooths nicely now. Thanks !
Glad I could be of help.
– J
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?