+KnightWolf45 Posted November 6, 2014 Posted November 6, 2014 Hi guy have encontered an issue that i never found before wend i cut the brake this happens wireframe i tryed use tessellate, meshsmooth boolean it always happens any ideas please???? Cocas Quote
+Monty CZ Posted November 6, 2014 Posted November 6, 2014 Did you tried the same "smooth group" as fuselage? Monty CZ Quote
logan4 Posted November 6, 2014 Posted November 6, 2014 (edited) That happens as the airbreak becomes a 1 poly wide object and rendering can not calculate curvature between vertices as there are only 2 which gives a straight line. Happens on many places and mesh connections. You have to Edit normals on the airbreak mesh. See this pic of the fuselage and wing connection. Same issue seemingly. also in render Select the fuselage and the 2 airbreaks then in the modifier roll down selet "Edit Normals" Click on it and select it like you try to edit polys. It will give a hedgehog like view. Scale it down to a size you will be comfortable. I use 0,3m. Close in on the trouble area you should see some V spikes. Set "ignore backfacing" on. Select always a single set of V-s Then press the button average, it will make that 2 like a single normal. I made 5 of those to show. And in the render the same section looks like this, Note the area front and behind where I changed nothing, the seam still shows up but between its "gone". Hope it helps. Edit: I forgot to add, when you finished with normal editing and satisfied with the result, right click on the Edit normal option and select, "collaps all" Edited November 6, 2014 by logan4 4 Quote
Centurion-1 Posted November 6, 2014 Posted November 6, 2014 Wow thanks for that guide logan, I am sure that will help a lot of people here!! Quote
logan4 Posted November 6, 2014 Posted November 6, 2014 Your welcome. I would like to add one thing to it. Sometimes "average" is not the thing you want to apply, in those cases the given normal has to be selected, then its value copied over to the target normal which you want to look the same. That is used best when average gives strange result no not aimed for. If results are not satisfying then you can always "reset" a normal to its original parameters, then try an other "way". Quote
+KnightWolf45 Posted November 6, 2014 Author Posted November 6, 2014 well i had to go the outher way and set the normals manualy i got the shadow issue donw to an aceptable nivel! many thanks Logan4! Cocas 1 Quote
+RAVEN Posted November 6, 2014 Posted November 6, 2014 Cool. Wish I had known this a couple of years ago. Thanks for the Tip! Quote
logan4 Posted November 7, 2014 Posted November 7, 2014 Your welcome, glad it worked out. Cocas, might help if you make 2 polys on the place of the lower large one, like half it, that way you have bit more playground with it. Just a thought. Quote
Jimbib Posted November 7, 2014 Posted November 7, 2014 (edited) Great tutorial logan, this should definitely go in the SF2 Knowledge Base! EDIT: typo Edited November 7, 2014 by Jimbib Quote
+KnightWolf45 Posted November 7, 2014 Author Posted November 7, 2014 tutorial his from Logan not me! Logan i will that also to how it works Quote
JungleThing Posted April 27, 2016 Posted April 27, 2016 I found an interesting video about it... 1 Quote
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