Chaos Corona Forum

General Category => General CG Discussion => Topic started by: Marian on 2017-06-18, 20:40:55

Title: What is correct?
Post by: Marian on 2017-06-18, 20:40:55
Hello? Could you tell me please, which picture (behaviour) is correct (which approach use in general)? First cube is one poly per side, second 10 polys per side. There is difference in reflectance. Thx
Title: Re: What is correct?
Post by: romullus on 2017-06-18, 22:57:09
Both are correct. You should learn about smoothing groups: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-1DB2E3C2-CE68-4AF7-899E-01B90F7EB320-htm.html
Title: Re: What is correct?
Post by: Marian on 2017-06-18, 23:21:43
Thanks. Both cubes have bevelled edges. See renders. Only difference is count of polys on faces <not edges>. Or I misunderstood your hint? Btw I'm C4D user. I guess it's doesn't matter.
Title: Re: What is correct?
Post by: lacilaci on 2017-06-19, 09:16:13
Thanks. Both cubes have bevelled edges. See renders. Only difference is count of polys on faces <not edges>. Or I misunderstood your hint? Btw I'm C4D user. I guess it's doesn't matter.

Don't know how it works in c4d but you need to break up the smoothing if you want to have the sides of the cube appear flat. In max you could make sides of the cube be one smoothing group and the bevels would be another. This way there would not be a smooth transition of lighting.

The reason you see a difference based on the ammount of polys in the bevel is probably due to more polygons easily reach the default angle tolerance needed for auto smoothing. (not sure what are the defaults in c4d)
Title: Re: What is correct?
Post by: BatRM on 2017-06-19, 11:01:45
In C4D you can change this by playing with the options in the "phong tag" attached to your object
Title: Re: What is correct?
Post by: Marian on 2017-06-19, 14:05:22
Thanks for reply. Yes, it is relate to phong tag. On pics is comparison. First is simple poly with break edges which are connected with face, second multi poly with same break p.tag, third is multi poly with no break p. tag, fourth - break edges which are connected with face.