Re: AW: Reflections..
| Date : Fri, 02 Jun 2006 18:05:42 +0200 |
| To : XSI(at)Softimage.COM |
| From : André Adam <a_adam(at)49games.de> |
| Subject : Re: AW: Reflections.. |
Now, since we're dealing with triangles that are only an approximation of a real surface, the limited information of the vertex normals gets interpolated across the polygons. The distortions are caused by a too broad approximation of the modelled topology relative to what it is meant be.
In Martin's example I guess the hole in the middle of the geometry is causing the problems where the unified vertex normals around the hole get bent towards the hole's center, therefore distorting the interpolated normals on the main surface.
The quickest workaround is to create hard edges to break up the normals so that all normals contributing to the main-surface's normals point in the very same direction.
A better fix would be to create more geometry at the right places to get a better triangle approximation of the real-life surface he is trying to simulate.
Hope that helps and makes sense! Cheers!
-André
Xsiberger wrote:
I also would appreciate any link/book which describes the theory behind this phenomenon. is it called surface discontinuity? google didn't deliver something usefull to this subject.
-----Ursprüngliche Nachricht----- Von: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] Im Auftrag von Martin Belleau Gesendet: Freitag, 2. Juni 2006 16:27 An: XSI(at)Softimage.COM Betreff: RE: Reflections..
Just like few people understand the concept of scene optimization. What's clean and what isn't.
Do you have a link so I can read up on this (normals)?
-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of kim aldis Sent: Saturday, June 03, 2006 1:06 AM To: XSI(at)Softimage.COM Subject: RE: Reflections..
It's to do with the way normals are calculated on points by averaging plane normals of contributing faces. If you have a think about how this works it starts to make sense.
An understanding of how shading works and how normals are built is fundamental to good poly modeling and it always surprises me how few people understand it.
Chris, you still have your beveled cube thing kicking around?
-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Martin Belleau Sent: 02 June 2006 14:37 To: XSI(at)Softimage.COM Subject: RE: Reflections..
Oki it works much better... But what happens if I don't want to use hard
edge, and use a Bevel...
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