Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 16-12-2002, 01:39 AM   #1
dfp1
Subscriber
 
Join Date: Sep 2002
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
Default Smoothing Poly Objects ???

HI,

I have attached an image of a simple poly object that I created (I took a cube poly and did a boolean operation for the hole using another cube that I had modified). My question is how to smooth the inner surface for rendering.

If I add more subdivisions and move the points to create a rounder surface I still get flat edges regardless of how close the points are. I have tried smooth and proxy smooth, which just seem to distort the object (could be using them wrong). I have also adjusted rendering options to Production for anti-aliasing and increased passes ?

Anyway, what's the best way to smooth this top section out please ?????

Cheers,


Don.
dfp1 is offline   Reply With Quote
Old 16-12-2002, 02:05 AM   #2
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

The problem you're having has nothing to do with the number of faces on the shape but, rather, the direction of the normals on the contained vertices. It looks like each vertex has a set of normals for each face instead of sharing one normal between connected face. You can see what I mean by turning on Vertex Normals (Custom Polygon Display options box). For the vertices connected to the faceted faces, you should see a bunch normals emanating from them. Anytime a vertex has more than one normal, you will see a sharp edge in the shading.

There is a simple solution for your problem:

Select the faces you want to smooth out.
Go to Edit Polygons -> Normals -> Average Normals.

You can probably get rid of those extra faces from the smoothing/subdividing. They are completely extraneous.
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 16-12-2002, 02:23 AM   #3
dfp1
Subscriber
 
Join Date: Sep 2002
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Good Ghosts,

You are GOOD !!!!!!!

Yep, that solved it in a New York Minute ... thank you very much. Can I ask you how this might have happened and how I can try to prevent it when I am modeling .... especially with polys.

Thanks again dannygan,

Don.
dfp1 is offline   Reply With Quote
Old 16-12-2002, 02:37 AM   #4
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

Glad I was helpful. Having spent the last 4.5 years using nothing but poly tools for game development, I've gotten to know polys pretty well.

Anyway, when you use a boolean, the output shape will inherit the normals from the input. For instance, say you want to use a sphere to carve a chunk out of a cube. The default poly sphere is created as a faceted shape. When you apply the boolean, you will get facets in the cube. If you average the normals on the sphere before you apply the boolean, then you'll get smooth shaded faces in the cube.

This is just the way it is with polys. You have explicit control over where each poly component goes, but you also have to deal with how the normals are calculated for the components. There really isn't any way around this.
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 16-12-2002, 08:11 PM   #5
dfp1
Subscriber
 
Join Date: Sep 2002
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Danny,

Thanks for the explain .... it's always nice to know the how's and why's.

Your help is MUCH appreciated.

Cheers,

Don.


Now we're up to two beers :o)
dfp1 is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Problem solving many dynamic objects in a pile? rohiniduggal Dynamics & Special Effects 3 14-01-2011 07:26 PM
Strange Problem - Unable to change attributes for multiple objects anthonysw3 Technical Issues 4 04-12-2010 11:56 PM

Thread Tools





A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.