Non Smooth beveled edge
-
I have a mesh from 3DSMax where the bevels aren't smooth. Is there a way to correct them with out remodelling it?
I would have uploaded a scene file but I get an error telling me the file is too big (2.7mb). The file only has a single piece of geo in it.
I would have uploaded images but I get errors telling me the dimensions are too big (I shrunk it down to 600px at 37kb at it still wouldn't work.) Crazy.
-
Hi smckenzie,
Sorry about that; the image height is 500 pixels.
Files with a .c4d suffix 1MB.Typically, for exchange, most people use Dropbox, Wetransfer, Google, Adobe, or Apple cloud services, which would be nice so you can share the file. (for security reasons, I do not touch anything else, cloud storage-wise.)
Things can go wrong in many ways. Without seeing the file, that might be an extended guessing game. It's not something I do here.
I look forward to your file.
All the best
-
Here you go.
https://www.icloud.com/iclouddrive/03fa2cjmAztmDtYpHkxffh08g#wall
-
Hi smckenzie,
Thanks for the file.
My first step is always for those cases to go to
Attribute Manager> Mode> Modeling> Mesh Checking.
You might get that most polygons labeled as Bad. (Way too long, for being slim)Then, I explore the Normals.
Here, it is all about the Phong Tag and, in this case, about "Edge Breaks."
https://help.maxon.net/c4d/2024/en-us/Default.htm#html/TPHONG-ID_TAGPROPERTIES.html#PHONGTAG_STYLEThe simplest way would be to explore the Phong Tag options with the Style> Area in the pull-down.
The problem with those objects is typical that a One-Size-Fits-All approach is not working; either the Bevel is smooth, or the Flat Surface avoids weird shading. This changed a while ago with new options: The Area options are created to find a better differentiation among all parts.
However, it doesn't heal incorrect modeling. See image.
All the best
-
Thanks for taking a look. I did mess with the phong tag to start with. In this case just re-modelling it seems the way to go?
-
You're very welcome, smckenzie,
I have no idea what the final use is for this part. For example, how close the camera goes to the details.
I would remove the Edge Breaks or place them equally so the large flat wall surface is set up equally.
I had good results with a few of the Style> Area options, but some bevels were not "resolved" very nicely, as shown. As usual, the target determines the details, But also, if it is a high-res still of a camera move that "eats" most details with Motion Blur.
On the other hand, there is a new tool: Mesh> Normals. Normals Editing. Which allows for Normal editing in a better way.
My best wishes for your project.