The other thread was locked, so I thought I'd create this one which only deals with export options:
Something I didn't know until recently: When exporting in OBJ (and other poly formats) there is a preview mode where you can see the tessellation of the model. Way cool! For most models, I doubt smaller than 8 degrees is necessary AS LONG as Divide larger than is appropriate.
Consider this:
1. Slider controls angle division along curved surfaces as shown.
2. Divide larger than X ( you need to play with X depending on the size of your model) will help fix any smoothing anomolies caused by too shallow an angle on a surface. Typically shallow angles can create nasty smoothing artifacts which are sometimes mitigated by unchecking Weld vertices along edges. But, for Keyshot to be able to use *rounded edge* rendering, we want to be sure and CHECK Weld vertices along edges. Shoot for a VISUAL density as shown in the picture, keeping in mind Keyshot handles high polycount, but at the expense of performance. This particular mesh renders great at these settings. https://altuit.cloud/web/dbpub/argodesign/Lab/robot/robot36.121.jpg
3. I always use the Output: to Triangles only UNLESS Michael tells me quads are ALWAYS coplanar ;-)
4. Display for this screenshot is Shaded + Edges
Michael, do you set the smoothing on OBJ polys based on the Angle setting or do you just smooth all polys?
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