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creAtoru'
10-08-2005, 01:15 AM
on resolutions with 1.33 aspect ratio (1024x768, 1280x960, 1600x1200, etc) the objects in the viewport are distortioned. the problem is with my soft/hard-ware, or this is just the way xsi behaves on such resolutions?
10x in advance!
p.s that is supposed to be a sphere!

http://img128.imageshack.us/img128/3156/xsi9oa.th.jpg (http://img128.imageshack.us/my.php?image=xsi9oa.jpg)

shadowfork
10-08-2005, 01:39 AM
I thought it was a Primitive Egg :bounce: j/k

That is strange though.

Bucket
10-08-2005, 02:05 AM
Yeah I don't understand a lot of stuff about aspect ratio in 3d. My renderings always look different from the stuff I see in realtime. (aspect wise) I try adjusting it but I don't know how to get it so what I see is what I get in. I have this problem in maya and other 3d apps.. It always seems a little off.

DarkSybesis
10-08-2005, 02:06 AM
May be its just the angle of view of your camera. change the zoom value with "Z" and you may get better result.

Personnaly i dont see the deformation.

thorn3d
10-08-2005, 02:16 AM
If your viewport is set to a ratio of 1.33 (camera setting), then you'll see objects stretched.

thorn

ElysiumGX
10-08-2005, 03:06 AM
edit: nm. i have no clue.

Leonardo Vega
10-08-2005, 03:59 AM
Try using the "user" mode instead of camera. If you must use the camera view and what it correct, try setting the aspect ratio to "1" :)

- Leo

ChristianFischer
10-08-2005, 07:04 AM
it is because you are in subD mode with not enough subdivisions on your polysphere in the U direction.
if you hit "-" a few times you will see that it becomes sperical again.
so if you want a nice round subD polysphere you have to add subdivisions in U or scale it down in Y

creAtoru'
10-08-2005, 09:05 AM
ok, it seems that i did find a solution to this:

camera "icon" > properties > global transform > scaling > scaling > x=0.9

thorn3d
10-08-2005, 04:46 PM
it is because you are in subD mode with not enough subdivisions on your polysphere in the U direction.
if you hit "-" a few times you will see that it becomes sperical again.
so if you want a nice round subD polysphere you have to add subdivisions in U or scale it down in Y

Ok, no offense... but that's just not correct at all. Stretched views have nothing to do with modeling.

thorn

ChristianFischer
10-08-2005, 05:08 PM
Stretched views have nothing to do with modeling.

true .. but in this case it's not the view that's streched but the sphere .. at least i think so!
(or maybe i misunderstood his problem)

creAtoru'
10-08-2005, 06:42 PM
Chrischan (http://forums.cgsociety.org/member.php?u=42222) is right! if i increase the meridians on the sphere it will look normal!

thorn3d
10-08-2005, 11:28 PM
Then there's something weird in your scene. If you have created a sphere primitive, any adjustments to the u/v segments shouldnt cause it to squish (IE, it SHOULDNT, as a sphere is round by definition.)

However, if you're creating an object with subdivision surfaces - well, that's an entirely different matter. Which means you didn't have a sphere in your scene, you had some deformed cube-subdivided thing.

So just curious - what kind of object ARE you taking a pic of in that screenshot?

thorn

DarkSybesis
10-08-2005, 11:48 PM
I tried something create a sphere with not much subdivision.

go into subd by pressing '+' and then you'll se that it dont make a real sphere.

thats absolutely normal. Because it is not a sphere but a shape that look like a sphere.

But if you creat a sphere with a lot of subdivision and then press '+' it would look more like a sphere.

Personally when i need a sphere or something that need to be a perfect sphere a create a surface sphere so it look really good without too much probleme.

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