Subject:
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Re: Why quads? Re: L(EGO)Draw parts - 4th batch
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Newsgroups:
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lugnet.cad.dev.org.ldraw
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Date:
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Sat, 18 Sep 2010 01:58:45 GMT
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Viewed:
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27771 times
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In lugnet.cad.dev.org.ldraw, Travis Cobbs wrote:
> In lugnet.cad.dev.org.ldraw, Philippe Hurbain wrote:
> > + triangles plays havoc with smooth shading (the helical artefact that
> > can be seen here http://www.holly-wood.it/tmp/LEGODraw/m50986.png
> > disappears when triangles are converted to quads. But I guess it could
> > be solved at renderer level too.
>
> Note that I consider this behavior to be a bug in LDView, and as such
> I will fix it when I get a chance.
Isn't this the same problem we ran into with the twisted wedge bricks a
while back? Those gave us problematic conditional lines in addition to
the ugly zigzag shading artifacts.
http://news.lugnet.com/cad/dat/parts/?n=5654
I thought the solution was to orient the triangles orthogonal to the curve
of the surface rather than zigzag across it. You don't have to use quads,
but you end up orienting the triangles as if they were quads.
Can you really fix this in software without using a replacement part with
the triangles oriented better? I'd like to hear more about how that works,
especially if it can be adapted for my favorite low end flat shading
renderer :-)
Don
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