[Bf-committers] Re: auto smooth angle
ton at blender.org
Fri Apr 15 13:06:05 CEST 2005
Rendering "smooth" is just an ancient trick, something that's very
cumbersome with angles even of larger than 30 degrees already, because
the actual geometry then differs a lot from its appearance. For example
shadows (or AO) won't work well. It leads to the infamous "terminator"
problem, as written down in our release log as well.
Another reason to restrict this to like 80 degrees is the 'Vertex
normal flip" option in Blender, which allows you to model without
really bothering about how normals point. While rendering, the normals
then always get 'flipped' into the correct direction, making angles of
> 180 degrees become <180 degrees.
On 14 Apr, 2005, at 4:18, Nick Winters wrote:
> why would you need or want the normal smoothing problem that would
> occur with an autosmoothing angle above 90 degrees?
> On 4/13/05, Bart <bart at neeneenee.de> wrote:
>> Jep, true i mean 180 not 360.
>> So it would be nice if this limitation is not longer pressent.
>> Here is a screen from 3dsMax auto smooth (going up to 180 degrees
>> Campbell Barton schrieb:
>>> Bart wrote:
>>>> Just a question why is the autosmooth angle limited up to 80 degrees
>>>> and not up to 360 degrees?
>>>> Other 3d Apps i know did not have this limitation.
>>>> For my VRML exporter i would be fine too if it was 360 degrees
>>>> in VRML/ X3D the smoothing angle (creaseAngle) could be 360 degrees
>>> I dont see any resion for going up to 360d, 180 is the most
>>> you can have between 2 joining faces, and 179.x d if the largest
>>> you can use for calculating sane smoothing normals.
>>> - Cam
>>> Bf-committers mailing list
>>> Bf-committers at projects.blender.org
>> | |
>> | (O)(O) Bart.
>> C _) bart at neeneenee.de
>> | ,_/
>> | / - Ich bin nicht berechtigt Aushilfslehrer zu feuern -
>> / \
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Ton Roosendaal Blender Foundation ton at blender.org
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