Jump to content

Phong tag isn't doing what I expect it to


Recommended Posts

I have been unable to get the cylinder to smooth. I have thrown the phong tag but it isn't smoothing. I have tried all the options, read the F manual...still getting this (see attached).

 

What am I doing wrong?

 

I am thinking that I must somehow JOIN the poly to be a single object, but not sure how or even if that's what's wrong.

 

Any help?

Link to comment
Share on other sites

Ernest, is it possible that your export explodes every face of every object?

 

I'm working on some video right now, but I planned on doing some of that glass challenege a little later today.

absolutelly it is.

 

the cylinder in the file was constructed of a zillion separate entities. all separate facets making it up. no welding or joining what so ever, hence no possibility of any phong smoothness. the whole file is quite untidy too - there are hundreds of objects making it up. most conveluted. no more than 9 or 10 single objects tops should do this.

 

also, the file is no where near optomised for fast rendering.

 

heres the scene re-rendered in exactly 1 min 20 flat

 

ok, so i didnt use stoch mode rendering, but i did use AA set to BEST mode where as before it was set to geometry -

 

cyl1.jpg

Link to comment
Share on other sites

the cylinder in the file was constructed of a zillion separate entities. all separate facets making it up. no welding or joining what so ever, hence no possibility of any phong smoothness.

 

Yes, as I created it in CAD and exported as DXF--no smart objects, just a bunch of polys. That's how I always work.

 

The cylinder is an inner face, outer, top and bottom, based on about 48 divisions on the circle. That's not so many faces.

 

But what did you do to 'join' the polys? As I wrote, I thought that was at issue, just don't know what to do about it.

 

also, the file is no where near optomised for fast rendering.

heres the scene re-rendered in exactly 1 min 20 flat

 

OK, so what did you change to get the better time results?

 

Remember, I am trying to learn something.

Link to comment
Share on other sites

First, joining and optimizing.

 

Joining: Select objects, in object manager, to be connected. Choose Function>>Connect. A new object will be created with the polys of all selected objects joined into one piece. It is NOT optimized.

 

Optimizing: Select, in the object manager, the object to optimize. Activate the view port and switch to point mode. Choose Selection>> Select All (CTRL-A). Choose Structure>>Optimize - click OK. Switch to polygon mode. Choose Selection>> Select All (CTRL-A). If the normals are facing every which way, choose Structure>>Align Normals. If the normals face inwards, choose Structure>>Reverse Normals.

 

Thats should get to where you want.

 

Heres a quick preview by myself :D Oh, no radiosity yet.

Link to comment
Share on other sites

EBIII - no probs m8 :) i'll optomise the file a bit in work on monday and send it back to you :)

 

2 things you could consider -

 

1) remodel those primatives in C4D. really easy and most effective. keeps a much tidyer model too.

 

2) modelling in Acad right? (and even if ur not) - for the cylinder i made in your scene i actually modelled it, poly style, in autocad using rulesurfs between 2d circles. make sure the cylinder in cad in all the same colour and all on the same layer. then export as a .3DS file. much more reliable than a DXF it is. this way it will then import into C4D much more cleanly and as 1 single object, not the 40 or 50 or so polys you had.

 

i also rendered it with normal GI mode. (not that you have to of course) and would noise it up l8r in ps.

 

other than switching to normal gi mode the main reason i got a much faster render time was due to changing the AA settings. I used BEST, set the threashold to 20-30% +, and changed the min/max settings to 1X1/2X2. if this is too low, then just up the percentage a bit.

 

As i mentioned, imo the AR needs a complete overhaul to speed the bugger up. this is why when using C4D you really do need to make short-cuts and optomises. pain in the butt maybe, but you get used to it.

 

GI settings - i lowered them because you're rendering glass and reflectives there, which means higher GI settings just slow the system down with no great end advantage.

Your accuracy i lowered to about 20% and the min/max samples i used were 15/10 respectively. A low min setting (you had 3) takes longer to render allot of the time. As a rule of thumb i generally keep the min setting somewhere between the 15-25 mark.

 

Frosty had some good tips too. i personally dont like C4D's poly editing tools like those mentioned too much - i prefer to get the model optomised in cad first.

 

Also, i got a dual xeon which also explains the speed difference.

Link to comment
Share on other sites

not any atall? not even just a tiny bit? hehe, i'd challenge that m8 ;)

 

Cool, I take that as a compliment. :D

 

All done with softshadow spots. Import my standard light rig, slight tweak for colour, intensity and sun position...renders in about 3mins.

 

Strat, in regards to the C4D modelling tools....I've been modelling in C4D almost exclusively for about a year now. With a few plugins, its wicked fast for some things. I am really concentrating on exploiting fully FormZ and C4D, each for their strengths.

Link to comment
Share on other sites

yup, compliment it is indeed :) C4D really does have a silky smooth gi like scanline renderer.

 

yeah, with regaurds to C4D's modelling tools myself, i find the model creation tools, like the HN creation is spiffing, really a joy to work with, but im not really a fan of it's resident mesh editing tools.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...