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. -
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) -
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. -
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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