Smoothing problem

Forums: Smoothing problem
Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)

Re: Smoothing problem

Postby danvica » Mon Oct 11, 2010 4:44 pm

danvica Mon Oct 11, 2010 4:44 pm
Yes, I saw the effect on split edge in realtime playing a little with it. I used 20° but I modified it to 10° to eliminate any possible difference between my and your tests.

I would prefer not to modify anything in Blender, the projects starts in pro/e, but you're right.

Here you can find my export setup. Note: this is an old pro/e version, the real job has to be done on wildfire5. Dunno if it matters.
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Re: Smoothing problem

Postby ycarry » Mon Oct 11, 2010 5:57 pm

ycarry Mon Oct 11, 2010 5:57 pm
Dont know if you can play with tolerance and deviation in real time but:
if I (have time and) need tests :?
maybe I use higher to lower tolerance (chord height) - say by step like 1, 0.8, 0.6, 0.4... (or any other)
with deviation angle constant from lower to higher - say 0, 0.1, 0.2, ...

Lower tolerance or deviation = more triangles but for such objetcs you need high tesselation.
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Re: Smoothing problem

Postby danvica » Mon Oct 11, 2010 8:04 pm

danvica Mon Oct 11, 2010 8:04 pm
I'm not sure it's something regarding pro/e export.

For other purpose (3d print) we have to export .stl file that has a similar export interface and using the min allow value for chord and 1 for angle give very good result. I know it's not the same but looking for other idea I found this: http://blenderartists.org/forum/archive/index.php/t-91765.html.

In the meanwhile I'm baking the scene using Luxrender, just to see if something's different.

Note: It's when you go back to software as Luxrender that you enjoy the quick setup you can get with Octane. Great !
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Re: Smoothing problem

Postby danvica » Tue Oct 12, 2010 6:08 am

danvica Tue Oct 12, 2010 6:08 am
I did other tests and I'm getting more and more confusing.

Here is a the result of the Blender internal renderer compared to the Luxrender one. Sorry for the low quality of the Lux render but I've got no time to go on further (+1 to Octane :D ).

Nothing has been changed into the geometry/meshing.

Sure, Luxrender use different materials setup but it has no 'smooth' option to mark.

Why the reflection is different ? One is curved, the other is straight (as it has to be). I would expected Luxrender to be curved...

Is this someway linked to Octane result ?

I even don't know if this is still the right place where to ask this questions. Please let me know if I can continue.

Thanks.
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luxrender1.jpg
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blender1.jpg
blender1.jpg (39.45 KiB) Viewed 774 times
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