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HELP - breaking-line on polygons viewport and render


khoahuynh
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i cant find a thread with this problem that happens to me a lot lately, i've just started studying 3ds max for 3 weeks and been stuck with this broken poly while i'm modeling, not for the first time but havent found a solution to this, i'm using max 2012. This sort of thing really annoys me, i know somehow the 4 vertex of the poly are not on the same plane because i slicely move them for the shape but this doesnt happen with the computer at my school even if i pull 1 of the vertex further away form the 3 others. I did try on the Viewport Shade or Realistic.

Please help me with this problem. :-

 

here is the screen

http://s281.photobucket.com/albums/kk203/dic1405/?action=view&current=help.jpg

CLICK ON THE LINK IF YOU CANT SEE THE PIC HERE

?action=view&current=help.jpg

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  • 4 weeks later...

To me, it looks like all you want to do is select the "broken" poly's and clear their smoothing groups. It's obvious that things are out of plane, but the only time I've ever noticed a polygon who's quad is triangulated is when the different edges are smoothed awkwardly. If I'm wrong, there is always Ctrl+z.

Edited by CoreyMBeaulieu
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It has no smoothing groups. If you had it, you would see a soft curved plane. Instead of it, the screenshot shows a triangulated plane, wich is almost 1 vertex out of plane, and no smooth. Make a fast test in max. You can turn on autosmooth, and you will get a soft plane, but you still having the same vertex out of plane. Consequently, i recommend, make planar.

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It has no smoothing groups. If you had it, you would see a soft curved plane. Instead of it, the screenshot shows a triangulated plane, wich is almost 1 vertex out of plane, and no smooth. Make a fast test in max. You can turn on autosmooth, and you will get a soft plane, but you still having the same vertex out of plane. Consequently, i recommend, make planar.

 

Quads can very easily be out of plane and not show their mesh faces.

Edited by CoreyMBeaulieu
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Very interesting topic.

With all the respect, I partially agree with you, because I didn't say that. I will put some images. The first image is a plane, wich has 4 vertex, one of them out of plane, no smooth. Can you see triangles? The second one, the same plane with autosmooth. We can't see triangles. I believe that's the point of the first question.

If you are talking about a little diference from vertex to plane, i agree with you, you won't see triangles.

Smooth.jpg

No smooth.jpg

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Very interesting topic.

With all the respect, I partially agree with you, because I didn't say that. I will put some images. The first image is a plane, wich has 4 vertex, one of them out of plane, no smooth. Can you see triangles? The second one, the same plane with autosmooth. We can't see triangles. I believe that's the point of the first question.

If you are talking about a little diference from vertex to plane, i agree with you, you won't see triangles.

[ATTACH=CONFIG]47909[/ATTACH][ATTACH=CONFIG]47910[/ATTACH]

 

So I see your results and honestly, I cannot re-create them. I understand them , however, I don't have the Shaded+Highlights for my viewport, I only have Smooth+Highlights. I use Direct 3D in 2012 instead of Nitrous- perhaps that's the difference.

 

I did leave out a piece of my thought. I was suggesting to clear the smoothing groups and left out adding a smooth modifier, but either way, it seems we are saying the same thing in different ways. I still don't think "Make Planar" is the right answer. It is on a chamfered corner and the make planar is going to turn it back into a flat edge.

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