Hi Michael, it's a bit hard to tell exactly what you are running into just from the screenshot, could you post the 3DM model so I can actually examine the area that you are complaining about?
In that MoI screenshot I'm not able to see any of the horrible shading glitches that you were talking about, because of the wireframe display there obscures the shaded display.
Usually if the vertex normals are going through to the rendering program, even geometry that is made up of skinny triangles like that will not really have any shading glitches in your rendering, because the vertex normals that should be used for shading actually come from the original NURBS surface.
But if you are not getting the vertex normals come through during the import to the rendering program, and instead the shading is just getting averaged directly from the polygons alone, then that's the kind of thing that tends to create shading glitches.
If you are having a problem with the shape of the generated mesh and not shading, then that's a somewhat different kind of thing.
If it is a shallowly curved area and you want to have some more polygons created in that area, you will probably want to use the "Divide larger than" parameter to force the longer polygons there to be subdivided.
In the screenshot you show, you are only using the angle parameter to create the mesh. If you have an area that is only slightly curved it means that there is not much angular deviation there, so just the angle parameter alone doesn't really force it to be divided there.
For that kind of a situation, you can enter in a distance value in "Divide larger than", which will cause areas that have polygons larger than that length to be subdivided.
If it is just the fact that there are triangles there that is bothering you, you could switch the Output: parameter to be Output N-gons instead of "Output: Quads & Triangles" like you have it set in that screenshot. That will generate larger polygons that have a wireframe that more resemble the original NURBS geometry instead of having additional edges from the triangulation.
But if you could post the 3DM model, it would be easier to examine it and give you some specific advice.
Also if you are seeing shading glitches in your rendering program it would be a big help if you would say which one you are transferring into.
- Michael
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