Why is some geometry so poor

 From:  Michael Gibson
3533.10 In reply to 3533.9 
Hi Michael,

> The thing I am really concerned about is these polys
> that are crossing each themselves and creating shading
> errors that can be seen right in Moi.

Those polygons are not actually crossing each other, you're just seeing a typical artifact from a rougher amount of polygons.

Those are some long skinny n-gons that are getting triangulated with a "centroid" point in the middle. You're seeing the difference in shading between the points at the far left and right sides of the n-gon as opposed to the point in the center.

If you use "Divide larger than" as I mentioned previously to divide those up some more it will go away.

Also if you use Output:N-gons you probably won't even get that "centroid point" in the rendering in Cinema4D.


Earlier you wrote:
> Your solution just seems to localize the problems to smaller areas.

Keep in mind that polygons are actually flat things, it's only due to some rendering tricks that they are given the illusion of being smooth.

If you don't have very many polygons, that illusion tends to be broken....

That's just a fundamental thing about polygon rendering in general - it's a normal thing to reduce those artifacts to smaller areas, that's just how rendering polygons works! :)

Also another thing to keep in mind is that realtime displays as generated by your video card tend to take some additional shortcuts which make additional artifacts.


Anyway, for your shape here it is the shallow curvature of that bent fillet which makes it get a kind of rough amount of polygons.

Just add the value 1 in the "Divide larger than:" box, and there will be absolutely none of those shading artifacts remaining:





- Michael