View Full Version : WHAT is the EQUIVELENT of Lightwave Smooth Shift in 3DMAX?
I rememebr in Lightwave when modeling if i get some shading errors or inconsistencies i could select the poly and smooth shift it thus adding another new poly ontop of it. Whats the euivelent of this in MAX?
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Is-boset
02-17-2003, 10:04 AM
I guess is the smoth propierty, in the modifier panel select smooth, and then click in autosmooth inside of smooth propierties.
I tried it, it didnt work... I started to weld points and it helps a bit but not much. im sure Smooth doesnt add a poly like smooth shift does in LW.
gaggle
02-17-2003, 10:22 AM
Would it be possible to illustrate this feature?
Is-boset
02-17-2003, 10:40 AM
show us pic of your model in LW with and without smooth shift, for undersand you.
Some reason tryin to upload the pic here says its too big even at "1" jpeg compression!
jadedchron
02-17-2003, 01:56 PM
email it to me and i'll post it
cpgenius@hotmail.com
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here is his image:
http://www.fragcentral.com/~super/3d/smoothing.jpg
i'd suggest a less compressed image tho :D
Whyyyd
02-17-2003, 03:30 PM
Meshsmooth?
Equinoxx
02-17-2003, 04:14 PM
how's about auto-smooth under a certain angle ?? looks like 2 polies with a different angle getting 'smoothed' together
dvornik
02-17-2003, 05:13 PM
I think "smoothshift" is just "inset", don't think it would be of any help in this situation.
BrandonD
02-17-2003, 07:44 PM
Yeah, I seem to remember Smooth Shift being like extrude or bevel.
bleep
02-17-2003, 10:49 PM
extrude along normals with 0 offset.
you can make a macroscript for it, but, in no way it will really act like lightwave's smoothshift, well it will, but nurms isn't like lightwave's metanurbs so the result will be less desirable or not as fast tweakable than in lightwave...also the lack of spin quad (you could use spin edge in meshtools, but once again the way the models are smoothed in max will not really take full advantage of it) make smooth shit pretty pointless in max...
or perhaps you just love to extrude a bit and move / rotate your polys like me... ;>
BrandonD
02-17-2003, 11:29 PM
Extrude along normals? Isn't that the Push modifier?
dvornik
02-17-2003, 11:58 PM
It's like inset or extrude with 0 offset. Smoothed results look a little different because of the algorithm, but not too much.
JadedChron has been great with helping post the image.
Guys I am deleting just that poly and using Cap Holes modifier to replace it, so far it seems to have replaced it with a smooth non error result like I wanted but now the whole jet is Meshsmoothed and this poly stands out like a hard square on a nurmed meshsmoothed surface.
gaggle
02-18-2003, 08:47 AM
I suspect what happened when you used the Cap was that the hidden edges came out a little different. You can mimick that behaviour by either hitting the Retriangulate button and hope the computer optimizes the hidden edges, or go into Edit Hidden Edges mode or whatever its called, and draw another way for the edges to sit.
I think your problem with the square-thing is that this new cap-modifier-generated poly does not have the proper Smoothinggroup. Select a surrounding poly, check the buttom of the EditablePoly rollouts and note it's smoothinggroup number. Then set the same number to the newly-created poly.
It helped for one problem but still when i render i get the error in lighting and can see the "scorch marks".
I think if I knew how to select the points from upper fuselage and lower i could create a poly and it would smooth it?
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