Hey Juanjo,
just a quick report : when using a morph mixer on an object,
non tripled polygons with more than 4 sides (like a hole in a wall for example)
will not render properly unless there are tripled.
Same polygons without morph renders fine
I'm using the 3.06 test 3, but maybe it's been already fixed on the last build,
thanks
Olivier
N-polygon render + Morph map
Moderator: juanjgon
Hi,
It is not a good idea to use morphs or any other of mesh deformation with not tripled polygons. The problem is that the tessellation algorithm is not going to produce always the same triangular mesh topology among the frames mesh because the ngons geometry is changing, so probably you are going to see a lot of rendering artifacts.
All the objects without a constant mesh along the frames, like any object with deformations, simulations, bones, etc. should be tripled in the modeler to avoid these artifacts.
Thanks,
-Juanjo
It is not a good idea to use morphs or any other of mesh deformation with not tripled polygons. The problem is that the tessellation algorithm is not going to produce always the same triangular mesh topology among the frames mesh because the ngons geometry is changing, so probably you are going to see a lot of rendering artifacts.
All the objects without a constant mesh along the frames, like any object with deformations, simulations, bones, etc. should be tripled in the modeler to avoid these artifacts.
Thanks,
-Juanjo
Thanks Juanjo,
it was not for an animation but for a ach-viz still image
on which i needed control over the size of a window opening
to quickly react to a charming but very difficult client
Anyway thanks for the advice, i'll remember it for
the next animation projects involving N-gons
Olivier
it was not for an animation but for a ach-viz still image
on which i needed control over the size of a window opening
to quickly react to a charming but very difficult client

Anyway thanks for the advice, i'll remember it for
the next animation projects involving N-gons

Olivier