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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 11 2:56 am)



Subject: Sharp edges in poser, coplaner and bevels hoping to help


steveshanks ( ) posted Tue, 11 December 2001 at 1:21 PM · edited Thu, 01 August 2024 at 4:16 PM

file_243392.jpg

I've been seeing a lot of posts about sharp edges in poser so just thought i'd try to explain how to get them and how to avoid the black areas....if you look at the image below you'll see the standard model (left) has that "no edge" look and is made from 2 polygons and 6 points (one on each corner) the fold part shares the same 2 points and thats where poser is trying to smooth and causes the effect we don't want.....the middle is coplaner and is made from 2 polygons and 8 points, the two extra are at the fold, the two polygons have there own points at all 4 corners, in other words they are 2 seperate objects though a 3d program would see them as one....poser stops trying to smooth between them because it sees they are not connected....now this sometimes gives too sharp an edge, so the 3rd (beveled) shows extra polygons close to the fold created by cutting the mesh, this is one solid object but because the two small polys are so small it can't make a "bad" smooth coz it doesn't have a big enough poly to do it on....if you need to control the smoothness of the fold this is the way to go....a 4th way would be to increase the amount of polys throughout the object, but this will increase file size lots .....hope this makes sense and helps someone ;o).....Steve


jbrugion ( ) posted Tue, 11 December 2001 at 1:47 PM

Beveled is good if you want to give a more realistic edge. There is another way to tackle this problem. A number of modeling codes have the ability to "break" a mesh. For a cube you would have a total of six four-sided polygons, one for each face of the cube. This does not increase your rendering load appreciably, or at all, and still gives you a sharp looking corner


steveshanks ( ) posted Tue, 11 December 2001 at 1:58 PM

yep thats what i did to create the second object, selected both polys and disconnected different apps different names, you'd think they'd get together and call thing the same :o)....Steve


dave3 ( ) posted Tue, 11 December 2001 at 2:00 PM

Thanks for the explaination. I was aware of beveling, but it never occured to me to simply divide the polygons! It is very useful knowledge!


steveshanks ( ) posted Tue, 11 December 2001 at 2:19 PM

No probs Dave, Bushi showed me so i thought i'd pass it on :o)...poser evolution :o)....Steve


nyar1ath0tep ( ) posted Tue, 11 December 2001 at 3:11 PM

Kattman wrote a tutorial on adding polygons near edges called Poser Shading Problem.

Another technique to get sharp edges in Poser is to run the model through Carrara (Mac OS) or UVMapper (Windows) and split vertices, prior to importing to Poser.


steveshanks ( ) posted Tue, 11 December 2001 at 3:26 PM

Yes but that splits all the edges i was trying to show how you can be selective of the polys, didn't do very well though :o)......Steve


AprilYSH ( ) posted Tue, 11 December 2001 at 7:34 PM

excellent illustration steve :) now, can you illustrate conforming props please. g (just joking! or have you already done it? hmm!)

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a sweet disorder in the dress kindles in clothes a wantoness,
do more bewitch me than when art is too precise in every part


Dave ( ) posted Wed, 12 December 2001 at 8:28 AM

Maybe we could get a step-by-step illustration for those of us slow on the uptake. And hiyas, dave. How is it that we can both have the same screen name and be able to log-in etc.?


steveshanks ( ) posted Wed, 12 December 2001 at 1:20 PM

file_243393.jpg

I thinks is coz he's dave and your Dave, Dave :o).....here goes with a more detailed explanation, heres the first pic with a disc extruded and beveled a few times and as you can see i'm not getting sharp edges..


steveshanks ( ) posted Wed, 12 December 2001 at 1:23 PM

file_243394.jpg

Now if i take all the polygons and detach them (or slpit vertices) i get this......so what i need to do is detach them in sections


steveshanks ( ) posted Wed, 12 December 2001 at 1:28 PM

file_243395.jpg

So to do that you select all the polygons making the side wall and detach ...BUT when doing so preserve the grouping so they are detached from the next row up but still attached to the next poly to give the round look....then move up to the next row and detach those till you get to the centre...


steveshanks ( ) posted Wed, 12 December 2001 at 1:30 PM

file_243396.jpg

And the end result a bubble gum machine (this was the 25c badge :o).......Steve


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