Re: AW: Reflections..

Date : Fri, 02 Jun 2006 19:27:50 +0200
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: AW: Reflections..
As a more global approach you can always work with the Geometry Approximation's Discontinuity Angle parameter, which does the job based on angles of neighbouring faces...

Scott C. Lange wrote:

I just was dealing with the same exact issue. I had un-archived an old scene
with a lot of reflection which I did not notice having this problem before.
Please note that it is unsure whether these issues existed before. It was
full up and rendered in 3.0 with out any noticeable issues in the
reflection. Now I am modifying (a lot of it) that same scene and I have had
to add hard edges and more local subdivisions to force the normals in the
right direction. Just for your confirmation.
-Scott

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
André Adam
Sent: Friday, June 02, 2006 12:06 PM
To: XSI(at)Softimage.COM
Subject: Re: AW: Reflections..

If you mean the reflection issue, that's rather quickly explained, to calculate reflection (as well as highlights and shading, btw) the surface's normals are evaluated to determine the surface's direction, which of course is needed to find out what's reflecting on this surface from the current point of view.
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.



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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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