Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
Could you rephrase your question? I believe you MAY be asking how to create a mesh that may be smoothed in the places where it should be smooth, yet not smoothed in the places it should not be smooth. I know my post will be followed by several going on about methods of splitting vertices. However, your phrasing "puff out" suggests STRONGLY to me you are speaking of a related -- Firefly-one -- behavior; where a cylinder will seem to inflate. Splitting vertices is not the solution to this particular problem. However, in my experience an additional edge loop will constrain the cylinder. I believe that only a cylinder with two edges shows this "bagpipe" property. In any case, adding another row of vertices (aka chopping the cylinder in half), fixes the problem.
When importing an Obj file (Mesh) into poser, then I do a render with "Smooth Polygons" enabled (by mistake). The mesh is buffy in image. So, when I uncheck "Smooth Polygons", the mesh in image is normal. So, what do I have to do when importing the mesh into poser, so I can have "Smooth polygons" enabled. And the mesh will not appear buffy in the rendered image.
From your second post, it sounds like you are having generalized "marshmellow" effect. For that, either splitting, or adding micro-bevels, are the best methods. The "bagpipe" problem is peculiar to long thin objects built with single polygons down the long side. I like micro-bevels myself. But it depends on the mesh.
If you subdeivide the mesh, it should be high enough resolution not to look over inflated. Sounds like it is too low res to match the other items in your sceen. This way it won't be as puffy, but not faceted either.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
What takes a mesh to have "Smooth Polygons" checked (Enabled), so it wouldn't puff out when rendered?