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hmmdonuts
05-07-2003, 01:47 PM
Does anybody else have trouble with hypernurbs and edge weighting in R8?? I always find that to get a nicely defined edge I have to turn up the hypernurbs subdivision to about 5 or else I just get artifacts everywhere...and obviously this really slows down editor redraws and rendering.

Is this right or am I doing something wrong?? I was thinking that perhaps my control cage wasn't dense enough...

Any advice, I would gratefull.

Cheers

hmmdonuts

DELTAadmin
05-07-2003, 02:05 PM
Edge Weithing faces problems not only in Cinema, but Maya, or the rest.
Use it only in areas not bridging large portions of smooth surfacebends, else it will tear.
Usefull for creating creases (teeths, mechanical instruments...)moreover in Maya it is called this way, which doesn't give the illusion to achieve smooth results.

AdamT
05-07-2003, 02:10 PM
I normally don't have too many problems with creasing. Try adding another row of edges alongside the edge you're weighting. A screenshot would help.

LucentDreams
05-07-2003, 02:18 PM
I would always suggest avoiding 100% partly because of posible tear artifacts, but also because it simple doesn't make sense. First we told everone always cahmfer your cubes, a real cube is not perfectly sharp. Now we get edgeweighting and that conept went right out the window.Always make sure for multiple edges you also weight thepoints, avaoid 100% as it simply doesn't make sense, add another cut if you doo need to go extreme as that will increase the subdivision more locally then upping to say five. and increase the smoething of your phong tag a bit

hmmdonuts
05-07-2003, 02:29 PM
Cheers, guys I'll try those suggestions tonight.

For info, I'm not trying to set the edges at 100%, but at the 90%-96% range to get a bevel on the edge rather than doing a couple of little extrudes. I figured using the weighting would make the mesh more efficient than doing small extrudes - but obviously not if I increase the HN subdivisions to 5!!

Cheers

hmmdonuts

LucentDreams
05-07-2003, 02:33 PM
better way which is just as easy, rather than weight the edge, use edge extrude on the edgs you selected, but hold CTL when extruding, thsi will keep the edge in place and slide two edges along the meshthe firther away from the original edge the softer the champfer.

rocarpen
05-07-2003, 03:00 PM
Wicked thread. I wish I'd read it when I first dove headlong into 3D.

Edge weighting is a waste of time, IMHO. If you don't go to 100%, things simply don't look very good, and once at 100% you've simply got a razor's edge (which, as Kaiskai mentions, goes against the grain of what modelers are taught about real-world objects).

... And so we're left with endless microscopic extrudes and knife cuts.

:annoyed:

LucentDreams
05-07-2003, 03:02 PM
actaully I love edge weighting but rearely go over or under 40% myself. they key number is 17.5 %

rocarpen
05-07-2003, 03:16 PM
Originally posted by Kaiskai
actaully I love edge weighting but rearely go over or under 40% myself. they key number is 17.5 %

Hmm.. well that's advice I'll definitely take under advisement.

I just tried a quick test on a simple six-sided cube (no segments) and didn't see that setting edges to 17.5 had any observable change.

I also tried upping the number of subdivisions and playing with weighting at these higher levels. Edge weighting seems to work a bit better at these levels, but there are still some strange warping issues, and by the time you get to 5 subdivisions, you've just bogged your computer down in the mud.

In any case, further experimentation is warranted! :)

AdamT
05-07-2003, 03:43 PM
Originally posted by Kaiskai
actaully I love edge weighting but rearely go over or under 40% myself. they key number is 17.5 %

Interesting. I love'em too, but I always seem to be in the 80-95% strength area.

knight42
05-07-2003, 07:16 PM
Originally posted by Kaiskai
17.5 %

That's the UK VAT rate, but I suspect you don't mean that. :)

I didn't realise that about Ctrl+Extruding, that will help alot. I find it hard to get those fiddly little edges right. Back to the car model I go...

J

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