threedslider Posted September 21 Share Posted September 21 I have seen a model from sample as character on the face has some shading artifact ? Why? Can we eliminate this artifact by a better modeling ? What is your experience from this ? Thanks ! Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted September 21 Hash Fellow Share Posted September 21 4 hours ago, threedslider said: I have seen a model from sample as character on the face has some shading artifact ? Why? Can we eliminate this artifact by a better modeling ? There are many possible reasons. We'd have to see the example to know more. Quote Link to comment Share on other sites More sharing options...
threedslider Posted September 21 Author Share Posted September 21 Here the model Keekat : What do you think of that ? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted September 21 Hash Fellow Share Posted September 21 KeeKat! I presume you are asking about the transparent patches with the "whisker" dots. That seems to be a real-time graphics bug that is new to v19.5. The model will render correctly in Final renders but for real-time viewing try either of these... - Edit the Percentage value of the "KeeKat-whiskers-COL" image to be 99.9% instead of 100. You can save a new version of KeeKat if you wish. (to see that parameter in the PWS you will need to enable "Show property triangle" in the Tools>options>Global Tab... see below) 0r... - In the Tools>Options>Global Tab change from OpenGL3 to OpenGL Quote Link to comment Share on other sites More sharing options...
threedslider Posted September 22 Author Share Posted September 22 Thank you for your tips Yes, not only transparent but shading not smoothly in some corner as here : From nose, there is some artifact so not smooth... But as you say it is a problem of OpenGL not final to rendering thought... Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted September 22 Hash Fellow Share Posted September 22 Eddie and KeeKat have been around forever so they may not represent the ultimate best in splining. Careful adjustment of the CP biases would eliminate that lumpiness. It is also possible that When they were made, the default shading of splines was somewhat different (see the Biased v Perpendicular below) This post has a video about bias editing... https://forums.hash.com/topic/44047-smartskin-question/?do=findComment&comment=379014 One quick fix is to select a Group and set Average Normals ON and set the Normal Weight to something higher than 0% 0 is the most accurate shading of the splineage, 100 the smoothest. Another gambit is to switch the group from "Perpendicular Normals" to "Biased Normals". A brief video about Biased v. Perpendicular can be found here... https://forums.hash.com/topic/39863-asymmetry/?do=findComment&comment=349256. "Perpendicular Normals" and "Biased Normals" are optional tools that you can add to a toolbar. This tutorial show how to edit toolbars... https://forums.hash.com/topic/45739-creating-and-editing-custom-toolbars/ Quote Link to comment Share on other sites More sharing options...
threedslider Posted September 23 Author Share Posted September 23 Wow ! So many way for Hash animation master ! Thank you for your useful info. Quote Link to comment Share on other sites More sharing options...
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