PDA

View Full Version : Meshsmoothing an object to keep hard edges and smooth soft edges


eem
03-01-2010, 02:55 PM
Is there any way to meshsmooth a complex model of machinery, containing both hard and soft edges in such a way that it will keep hard edges creased, but round out soft edges?

I have tried to do this a number of ways already.

The first way I tried was in maya, simply by ticking 'preserve hard edges' in meshsmooth. This does preserve the hard edges, but it doesn't round the hard edges along curves. Like say if you smooth a 6 sided cylinder this way. The edges stay hard, but they also stay faceted to the 6 angles of the 6 sided cyldinder. While the middle of the cylinder would be perfectly round. I need the edges to become rounded as well, but stay creased.

So then I tried the crease function. Which does do this. But you cannot just crease every hard edges on a intricate model of machinery and have it work out. Portions of it become webbed, or attached in improper ways, not all edges are retained.

I then tried the crease functionality in 3DS max and it had the same issue.

I have managed to make it work by going through and manually adding more edges where creases need to be, then do a meshsmooth all. This works. But I'm curious, is there an automated way to do that, in any application, or from any plugin?

Piflik
03-01-2010, 07:21 PM
Have a look at these two videos...you'll see how to create hard edges using SubD.

#1 (http://guerrillacg.org/home/3d-polygon-modeling/subdivision-surfaces-overview)
#2 (http://guerrillacg.org/home/3d-polygon-modeling/subdivision-topology-artifacts)

therealdeal20
03-04-2010, 09:52 AM
I just make edges closer to the corner to make sharper edges

LBcover
03-11-2010, 01:39 AM
The key to Hard Surface Modeling is learning about edge loops. The closer edges are together the harder the edge is going to be. Also, for a completely sharp edge, you need 3 edges parallel to each other. It takes a bit of experimenting to get the hang of it and to start to get a feel for how geometry is going to react to the smoothing. Take a look at this for a very brief break down.

http://img391.imageshack.us/img391/4637/squarecopy.th.jpg (http://img391.imageshack.us/i/squarecopy.jpg/)http://img442.imageshack.us/img442/2921/squaresubdcopy.th.jpg (http://img442.imageshack.us/i/squaresubdcopy.jpg/)


http://img707.imageshack.us/img707/3775/cylindercopy.th.jpg (http://img707.imageshack.us/i/cylindercopy.jpg/)http://img684.imageshack.us/img684/4773/cylindersubdcopy.th.jpg (http://img684.imageshack.us/i/cylindersubdcopy.jpg/)



http://img8.imageshack.us/img8/6381/roundsquarecopy.th.jpg (http://img8.imageshack.us/i/roundsquarecopy.jpg/)http://img519.imageshack.us/img519/4646/roundsquaresubdcopy.th.jpg (http://img519.imageshack.us/i/roundsquaresubdcopy.jpg/)


http://img17.imageshack.us/img17/2440/sharpsquarecopy.th.jpg (http://img17.imageshack.us/i/sharpsquarecopy.jpg/)http://img202.imageshack.us/img202/517/sharpsquaresubdcopy.th.jpg (http://img202.imageshack.us/i/sharpsquaresubdcopy.jpg/)

I recommend just taking a square and playing around with it to see how it will react like in my pictures.

CGTalk Moderation
03-11-2010, 01:39 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.