draculaz opened this issue on Aug 06, 2004 ยท 16 posts
draculaz posted Fri, 06 August 2004 at 4:57 AM
Yeah, I was wondering just how exactly it worked, in terms of whether clicking the smooth button more than once would solve anything. I remember reading here at one point that it would (AS might have said it). Anyway, yeah, this is my situation: I have this model in Wings. It can be either about 50k+ faces or 125k. I went with 125k and consequently almost deathkneeled my poor Dell laptop because I hate unsmoothed models and Bryce wouldn't do the job properly. I just tried importing a simple 16+2 face cylinder, for instance, and despite the edges being less visible, the fact that there were 16 of them still showed. Zo... is there a solution I'm not aware of? drac
Kiera posted Fri, 06 August 2004 at 5:27 AM
What I did do, though, was smooth only PARTS of the model. I imported it into Bryce, looked at the areas that were polygonal, then smoothed those. Sure, some verts weren't connected to other verts, but it still LOOKS ok. At least, to me.
Kemal posted Fri, 06 August 2004 at 6:16 AM
This is what I know about it:
I heard that bryce internally converts all the polygons into curved surfaces ( that's why OBJ models do not need smoothing, if they have enough of them)!
I do not know does wings have OBJ export, but that would be the way to go, if it does...
Anyways, 7000 polygons is sometimes not enough for a closup renders like that, i would rather go with double more then that, but even 7000 with a good choice of texture should render those poly-edges invisible ! :)
Sometimes, changing smoothing angle helps too...
Hope I helped some :)
Message edited on: 08/06/2004 06:21
blaufeld posted Fri, 06 August 2004 at 6:33 AM
Kemal: yes, Wings do export in .obj format
Fatale posted Fri, 06 August 2004 at 7:47 AM
try doing a merge-vertices thing on your object.. most of the "sharp edges" are caused by split vertices and bryce would probably take it for separate pieces (like how poser does) and not smooth it.. I always merge my vertices and bryce smooths it all out as far as I know, but then again, I'm a bryce newbie so this is just my ha-penny opinion lol Dru
pauljs75 posted Fri, 06 August 2004 at 8:10 AM
It's probably the smoothing angle. Anyhow I doubt it's split verices, because Wings' winged edge topology doesn't normally do that. (With maybe the exception of separate material groupings or extracted/cut objects.) Maybe a pic of the model mesh and the render would make it easier to figure out what's going on.
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electroglyph posted Fri, 06 August 2004 at 9:34 AM
electroglyph posted Fri, 06 August 2004 at 9:54 AM
draculaz posted Fri, 06 August 2004 at 10:06 AM
dan whiteside posted Fri, 06 August 2004 at 11:43 AM
What you're taking about here is 2 different types of smoothing - Smooth Surface Subdivisions, which adds polygons and "curve" them along the existing curve and a renderer trick called smooth normals. Bryce, as well as most 3D (except Poser), uses this render trick. Without normals, illumination that is parallel to the plane of the polygon gets zero illumination and illumination that is perpendicular to the poly gets max illumination. If you plot angle vs illumination, you get a straight line and that's what makes a low poly count object look faceted. A normals list looks at the whole surface and tricks the renderer by making the angel vs illumination graph a curve instead of a line. This gives a smooth effect that lets you use about half the number of polygons to create a smooth looking surface. The problem is that normals do not effect shadows (both cast and received) and for some angles there is no realistic normals smoothing solution. That's what the smoothing angle in Bryce is for - it does not control how "round" an object is but the threshold where Bryce stops smoothing. The default of 85 degrees means anything over 85 does not get smoothed. This means that you don't get smoothing on the 90 degree angles of a cube (for which there's no good normals solution anyway). In many cases (like inorganic models) you may want to set the angle to less then 45 degrees so that 45 degree angles are "crisp". While the .OBJ format can (and usually does) support a normals list, 3DS and DXF do not. Bryce doesn't convert imported objects to smooth surfaces but it does triangulate square polygons and then recalculates the normals - which sometimes causes the object to look different then in it's original quadratic form. So if you're modeling an object for Bryce, triangulating the object in your modeler will not only look more like it will in Bryce but it will also greatly speed up import times. HTH; Dan
pauljs75 posted Fri, 06 August 2004 at 7:04 PM
So Bryce likes tris... Hmmm... takes note
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
draculaz posted Fri, 06 August 2004 at 9:20 PM
thanks for that Dan :)
tjohn posted Fri, 06 August 2004 at 10:06 PM
A little late chiming in on this, but: I've been exporting from Wings as obj. When an object is imported from Wings into Bryce sometimes (sometimes) you can get a better look when the object is lower poly by first Unsmoothing the object, then Smoothing it. I don't know why this works, and it doesn't work with all objects, but it's worth a try if you haven't tried it yet.
This is not my "second childhood". I'm not finished with the first one yet.
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draculaz posted Fri, 06 August 2004 at 10:33 PM
tjohn, it's got 175000 polys. if i unsmooth it, smoothing it back WILL deathkneel the comp. =/ Drac
tjohn posted Fri, 06 August 2004 at 10:42 PM
Ouch.
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
electroglyph posted Fri, 06 August 2004 at 11:57 PM
Bryce smoothing only affects how light is applied to the surfaces. I should also mention that it affects textures and reflections. If you try to smooth a reflective material you get distorted reflections.