Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 22-09-2005 , 05:25 PM
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Smoothing issues

Does anyone know if it is possible to seperate smoothed faces on a polygonal object, like the option available in 3ds max`s editable poly (smoothing groups). I know about average normals in Maya, and this is fine to some extent, but I want to be able to distinguish between different artifacts on one model, such as shirt cuffs and trousers etc. I may not be utilising the average normals option properly, so if anyone can point me on that, I`d appreciate it.
Up till now I have been cutting a new edge loop close to the edge I need to remain "hard" prior to smoothing, but this seems to be a long way round. :headbang:

All info welcomed

MJ


Somedays you are the pigeon, and others, the statue
# 2 22-09-2005 , 05:52 PM
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The easiest way to smooth is to click on the edge which borders to two faces you wish to smooth together (assuming they're combined AND merge-vertex'd) and type in the little textbox in the lower left-hand corner of the screen:

polySoftEdge -a 180

to UNsmooth the edge:
polySoftEdge -a 0

And yes, you need it capitalized exactly like that.
Also -- applied in object mode will do it to the entire object -- and there are some other stipulations with face mode I believe. If it errors (which it commonly does) change your way of doing it. Maya's picky like that.

# 3 22-09-2005 , 08:08 PM
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or just go into your edit polygon menu -> normals -> soften harden and use that instead of typing

# 4 30-09-2005 , 02:01 PM
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Thanks a lot guys, I will try this when I get home user added image


Somedays you are the pigeon, and others, the statue
# 5 30-09-2005 , 04:11 PM
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Or you could switch to Sub-D's and use creases, but I think that basically does the same as adding edges close together...


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