View Full Version : making an object smoother?
VJ-Air 11-16-2008, 11:53 PM hello :)
i have a model which is from another application, i have managed to get it in to C4D, but its not as smooth as id like, it has lots of sharp edges when i render it. How can i make it smoother?
i have uploaded the model in a zip file to yousendit as its too large to attach here.
http://www.yousendit.com/download/Y2o4T0NRUzh1Yk4zZUE9PQ
thanks :)
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soccerrprp
11-16-2008, 11:58 PM
Use a hypernurb to smooth it out. Place your object as a child of the hypernurb.
VJ-Air
11-17-2008, 12:08 AM
thanks for the quick reply :)
ok, i can see that its having an effect on the model, but it ends up with lots of holes in. is there a way to avoid this?
SilverCity
11-17-2008, 12:18 AM
Before adding HN's, Untriangulate (uncheck evaluate angle), then optimize.
Hi, first thing I would do is delete the normals tag, and select the phong tag and turn it on and up to around 80.
If you are getting holes, (I didn't) when I placed in a hypernurbs object, just select it in item mode and optimize it. But like I said, I didn't have to do that.
-Jim
VJ-Air
11-17-2008, 12:23 AM
splendid, just the job!
thanks very much :D
Kuroyume0161
11-17-2008, 01:25 AM
I'm with 3dj here. The steps, in order and as necessary, when in doubt should be:
- remove normal tag and use phong tag.
- optimize, untrangulate, remove n-gons.
- hypernurbs
Let's just say that the impact goes up per step. Phong tags cost insignificant little. Optimizing etc. actually impact the geometry. HyperNURBS can add thousands or millions of polygons in the final result. Do as little as possible to get the desired result.
VJ-Air
11-17-2008, 01:45 AM
I'm with 3dj here. The steps, in order and as necessary, when in doubt should be:
- remove normal tag and use phong tag.
- optimize, untrangulate, remove n-gons.
- hypernurbs
Let's just say that the impact goes up per step. Phong tags cost insignificant little. Optimizing etc. actually impact the geometry. HyperNURBS can add thousands or millions of polygons in the final result. Do as little as possible to get the desired result.
just going through your's and 3dj's suggestions.... how do i " remove normal tag" ?
Kuroyume0161
11-17-2008, 02:02 AM
If there is a Normal tag that is. If not and no phong tag, you should add a Phong tag. :)
The Normal tag is only added when importing geometry specifying normals explicitly (like a Wavefront .obj file with 'vn' lines in the file). Otherwise, they aren't created or cannot be added by the user. It specifies specific properties for each vertex in how its related polygons are smooth shaded.
Phong tags can be added/created and represent a general shading principle between polygons based on angles (and edge breaks) to determine the vertex normals (specifically, a general solution to how each polygon is smoothed between its neighbors).
So, if your import has a Normal tag and undesired shading, best to delete it and replace with a Phong tag. It is also possible that there are non-planar polygons (quads or n-gons) which interrupt the quality of the shading process. Triangulation or removal of n-gons can remedy those situations. Sometimes, discontinuous breaks in a single object are the result of distinct vertices existing at the same place and each referenced by its own polygon (unwelded vertices). This can be remedied using the Optimize function. As you can guess, getting the desired results will depend upon the situation.
VJ-Air
11-17-2008, 02:32 AM
ahhh, cool, thanks for the explanation, i have the kind of mind that likes to know why i am doing things instead of just blindly doing them, so that helped a lot :)
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