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View Full Version : hard Edges in c4d like Maya?


ArtofacksOne
06-17-2005, 04:49 PM
Does c4d have hard edges like Maya does? I have a box and when i put it in a hyper nurbs it smooths the sharp corners and makes the round i want them to stay square.

wolf-cub-one
06-17-2005, 04:54 PM
Does c4d have hard edges like Maya does? I have a box and when i put it in a hyper nurbs it smooths the sharp corners and makes the round i want them to stay square.

Yes, this is possible. It is called weighted HyperNurbs. There is a tutorial on the Maxon website that shows you how to do this. it is in the tips & trick section under Modeling->Weighting HyperNurbs.

Hope this helps

RorrKonn
06-18-2005, 10:05 PM
Just some .jpg's shows the sharpness of the edge %'s

http://www.atomic-3d.com/RK_Tutorial/C4D9/RK_C4D9_Weights.htm (http://www.atomic-3d.com/RK_Tutorial/C4D9/RK_C4D9_Weights.htm)

RorrKonn
http://www.atomic-3d.com (http://www.atomic-3d.com)
TS 6, C4D 9, zBrush 2.

bunter
06-19-2005, 06:52 PM
also, once you have weighted the hypernurbs you can add the illusion of further sharpness by selecting edges and breaking the phong shading

HTH

tonyg3d
06-20-2005, 09:11 AM
I was just wondering. I understand about selecting the edges but do you 'break'
the phong shading on just the edges? If so, how?

Is there some way of adjusting the phong shading on a selected area?

Tonyg.

moka.studio
06-20-2005, 12:19 PM
I was just wondering. I understand about selecting the edges but do you 'break'
the phong shading on just the edges? If so, how?

Is there some way of adjusting the phong shading on a selected area?

Tonyg.

there is a command called Break Phong Shading, it should be under Functions.... I don't think you have more control than that though, you cannot set a different angle for the phong shading of a limited area, afaik..- all you can do is break the edges of an area's outline..
jp

bunter
06-20-2005, 01:33 PM
there is a command called Break Phong Shading, it should be under Functions.... I don't think you have more control than that though, you cannot set a different angle for the phong shading of a limited area, afaik..- all you can do is break the edges of an area's outline..
jp

I find this very useful, sometimes weighted hypernurbs just doesn't look snappy enough, but if you select the edges on the underlying poly object and break the phong shading you get a really crisp edge. you normally need to do this on a complete edge loop to avoid smoothing oddities though...

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