Hi FlashFire,
> Actually yeah sometimes even in C4D 11.5 i've had
> to fix smoothing glitches
That should not be a normal thing to have happen, and it may mean that you need to adjust some settings when you export the mesh from MoI.
For example something that is pretty big but only shallowly curved will not get a lot of polygons put on it when using the angle setting alone, so if you have something like that you may need to use the "Divide larger than" setting to force additional refinement when exporting the mesh.
> Some polys even had to be flipped and points get welded
> to eliminate wasted polys.
"wasted polys" doesn't have anything to do with getting a perfect looking rendering, just as long as the good vertex normals are being used.
If you had some polys that needed to be flipped, that may mean that you have some individual surfaces that were not joined to each other - make sure they are joined together so that they can have a single unified mesh created for them instead of having them meshed individually.
> It's like you mentioned, it's never perfect.
You should normally get a perfect render, just like the example I posted above.
If you have a model that does not produce a perfect render without tweaking any polygons, please post the model so that I can test it and give you some feedback on things you can do to make the rendering look perfect without needing to tweak any polygons in it at all.
It should never be needed to tweak polygons or do manual splitting up just in order to get a perfect looking rendering.
What I was referring to earlier with C4D n-gon problems is a very rare thing, and I've only seen it actually be an issue if you started to tweak the n-gon points around and even then only in some particular situations. I have not seen one yet where it was a problem just rendering it directly without trying to pull polygon points around.
- Michael
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