View Full Version : Extensive edge splitting vs. hard edges
wannabeArtist 06-15-2009, 10:12 AM Hi!
When I want to make sharp(ish) corners in my objects, I have so far relied solely on split edge tool.
However, in a tutorial I'm currently following edge crease value is also used for the very same thing.
What I'm wondering about is when to use which?
One obvious use for the crease value is of course a situation where the hard edge doesn't go all the way through a surface, but are there other situations and which method should be preferred generally?
Also, what's the difference between marking edge hard and using the crease value?
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mocaw
06-15-2009, 01:47 PM
I would say if you're going to export your model you might want to go the standard way of adding edges. I'm not positive if at this moment any applications read crease values from model to model- so this can be a pain to set up over again.
Also if you need to animate the bevel of the edge or need more control I'd go with splitting edges (don't delete that op!).
Now if it's all going to stay in XSI, you want to work very quickly (who does not) and you don't need precise control over the beveled edge, and you want to save on geometry then use creasing. You might want to then use it in conjunction with the beveled edges node to gain back some render control over the area.
If you think the split edge tool is a god and like many idols should be worshiped with click sacrifices. Don't forget to worship the other demi-gods such as those found under "[" "]" and "\".
Maybe someone with more experience using crease values can add to this list though?
wannabeArtist
06-15-2009, 03:07 PM
Thanks, Gideon!
That's a very good explanation and in fact I was guessing something along the lines of possible incompatibility if going the "easy" way :)
So it's really a good thing that I've been preferring the use of split edge - staying compatible with other apps is just adds very good reason to stick with that preference.
mocaw
06-15-2009, 07:12 PM
Just keep in mind if you're too crazy with it and you have all sorts of "expensive" shading etc. going on then you might wish you went the other way. For me it seems it a scene by scene, object by object, T&L type of situation- no one size fits all.
wannabeArtist
06-15-2009, 07:22 PM
Right, thanks for pointing that out.
In this particular model (the car) it's not that important, since it's not going anywhere (from XSI). But good to keep that in mind for work to come!
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