Geometry weirdness
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 No idea, Rich. How do I check? (I did run TT's CleanUp tools -render looked similar.) I'll upload the pyramid thingy tommorow morning. Thanks for any help. Let me know what kind of drugs you prefer. 
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 Run Fredo's Remove Lonely Vertex tool. It'll mark and remove any shitty stuff. But share it when you get time. 
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 @rich o brien said: Run Fredo's Remove Lonely Vertex tool. It'll mark and remove any shitty stuff. Oh, excellent! I'll try that. But share it when you get time.[/quote] I will. Nighty-night, gents. 
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 @unknownuser said: (marked 'this sh*t' in the pic below)  
 oh.. that.. thanks for clearing it up.but i don't know.. rich's suggestion sounds like a good start.. 
 if not, maybe post a hidden line view.
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 For me, it looks like a displacement problem because of very long but narrow tiangles. Do you have a view of the hidden lines? 
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 Looks like it, yes, but I'm not using any displacement. Did as Rich suggested. No change. Here's the thingy. 
 
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 The faces are triangulated while the export for a renderer and the very long and narrow faces become a problem. In the following example, I used Artisans knife tool to shorten those faces and the problem was solved... 
 (Rendered with Indigo and "random triangle color" option) 
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 I suspect it's caused by round corner struggling to make the tiny faces needed. The pyramid isn't "small" but the four edges coming together at a sharp angle and the smallness of your rounding are forcing it to make some very tiny triangles. 
 Perhaps if you scale up before using round corner it wont tear.
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 Box, thanks for the suggestion. However, I did scale the pyramid up before bevelling. Cotty, you're a bl**dy genius. I am going to try your suggestion right now! Edit: works! Cotty -thanks so much. The rest of you: shakes head dissaprovingly About the diamonds etc, I lied. 
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 Hmmm ... got the problem in other models as well. SU doesn't like tight bevels, it seems. Maybe it's finally time to get that new Modo license. grumbles 
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 SU doesn't obey normal modeling principles. NGons = bad mesh and uv's. Triangulation equals messy uv's. 
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 Yeah ... I knew that. Hadn't realised so far it was this bad, though. Maybe I ought to try TT's Quad Face Tools. 
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