Fri, Nov 22, 12:36 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Modelling for Poser - what to avoid?


Michael314 ( ) posted Mon, 11 October 2010 at 11:51 AM · edited Fri, 22 November 2024 at 12:33 PM

file_460181.png

Hello, in some thread a while ago, it came out that mesh for Poser and mesh for Carrara might behave differently when smoothing is applied.

For some architectural model I now come across some scenarios where I'm not sure if they will behave well in Poser. I'm talking about edges which share some segments, one ends where the other one continues. The result is a mesh which, if deformed, would leave cracks in the surface.
(See red circles).
The alternative would be to split the other edge, introducing more faces, and also introducing non-quad faces (which showed bad behaviour with smoothing in blender, and also did not perform well when bevelling the edges).
(See blue circle).

Seems I have to select one of the bad alternatives - but which one is better? Or is there a thrid option to solve this?

Best regards,
   Michael


Greywolf Starkiller ( ) posted Mon, 11 October 2010 at 12:17 PM

The most important thing is to split all n-gons into quads or triangles. Poser cannot
handle n-gons well at all. If you don't know, a n-gon is a polygon (face) with more than
4 vertices (points). I have less of a problem with Poser smoothing id I set the crease
angle to 39. It seems to get rid of most smoothing issues. Hope that helps.

Eric


TheOwl ( ) posted Mon, 11 October 2010 at 12:37 PM · edited Mon, 11 October 2010 at 12:37 PM

file_460182.jpg

I will detach but not move these from the model and import it separately into poser.

I will also try triangulating the whole model. Im no expert but this is how i do it.

Passion is anger and love combined. So if it looks angry, give it some love!


SamTherapy ( ) posted Mon, 11 October 2010 at 1:37 PM

I wouldn't triangulate the whole mesh - the polycount will increase greatly - but I would fix edges where there are unconnected vertices.  I found these give more trouble than anything and can make a face fly out of the mesh in an unexpected direction.  N-gons aren't necessarily bad, as long as all the verts are connected.  The worst problem is when they aren't planar but even a 4 sided poly can be non planar. 

Coppula eam se non posit acceptera jocularum.

My Store

My Gallery


Michael314 ( ) posted Mon, 11 October 2010 at 1:46 PM

file_460187.png

Hello, yes, option 1 is bad because it shows not a smooth surface in Poser, although the normals are aligned. The image for option 1 would not be n-gons, but more or less independent faces.

 


Michael314 ( ) posted Mon, 11 October 2010 at 1:47 PM

file_460188.png

With triangulation of the respective parts, the Poser render looks much better. 


Michael314 ( ) posted Mon, 11 October 2010 at 1:50 PM

file_460190.png

Still, the triangles are a problem for most areas when I want to do bevelling.

I found a solution for some areas, as long as the triangles connect to corners.

Best regards,
  Michael
 


-Jordi- ( ) posted Mon, 11 October 2010 at 3:28 PM

Bevel first, triangulate only as last step.


DarksealStudios ( ) posted Mon, 11 October 2010 at 3:50 PM

Quote - Bevel first, triangulate only as last step.

+1

Do everything you want to do, then quadralate or triangulate...


My Store   My Gallery    Contact


markschum ( ) posted Mon, 11 October 2010 at 3:53 PM

Poser will handle n-gons as long as they are not concave   You can avoid Poser smoothing by disconnecting polygons , like the endcap of a cylinder.  Select it , cut it , and paste it back without welding vertices.


ShawnDriscoll ( ) posted Mon, 11 October 2010 at 5:31 PM · edited Mon, 11 October 2010 at 5:32 PM

Beveling assumes your object was modeled using quads.  The stair steps can be a separate object from the stair walls.  Easier to model/manage.

www.youtube.com/user/ShawnDriscollCG


jestmart ( ) posted Mon, 11 October 2010 at 9:47 PM

Is that Blender you are using?  Blender doesn't support n-gons, the f-gon option is Fake n-gons, it just hides edges.  Beveling in Blender will often need some clean-up, and you should never try to bevel to many edges at one time.


pakled ( ) posted Mon, 11 October 2010 at 10:08 PM

Having attempted this mesh (Escher's Relativity) Ya get props for making the @#$ ^&$% steps line up (drove me 'bout crazy...;)

And if you can get the edges not to smooth over, I will be eager to find out why...

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


pakled ( ) posted Mon, 11 October 2010 at 10:08 PM

Having attempted this mesh (Escher's Relativity) Ya get props for making the @#$ ^&$% steps line up (drove me 'bout crazy...;)

And if you can get the edges not to smooth over, I will be eager to find out why...

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Privacy Notice

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.