Great! Thanks for testing that! I've got the demo version of Modo over here but not LightWave right now.
I forgot to mention that this version also was done with an angle of 8, which didn't seem to work well in your OBJ test above.
> did you have to turn "Weld vertices along edges" OFF for this example?
No, not in this case, this one had welding on so there is only a single point shared between each polygon. If there are mostly fairly sharp corners between pieces it will tend to be ok.
When there are smooth pieces next to longer flat pieces, that's when you'll tend to get more shading problems. The way LightWave/Modo's shading currently works, a small somewhat angled polygon can have a pretty big effect on the shading of a longer flatter polygon next to it.
I'm pretty sure you'll run into some problems with that. Your main tools to try and reduce it will be either no welding, or try to divide things into somewhat more equally sized and angled pieces. Also if you have a longer polygon with a shading error kind of stretching out along it, you might also try manually dividing the n-gon into 2 polygons with one piece being short towards the end where the shading problem is coming from. That will tend to contain the shading problem more in the new smaller piece.
Also sometimes the real-time display will exaggerate the errors even more. When you see them try doing a full rendering, it may not be really quite as bad as it looks at first.
> do you think you'll be able to include for this beta the option
> to use "Divide larger than" only for n-gons?
Only for planar surfaces you mean? Yup, I've finished this, the setting next to "Divide larger than" is now a drop-down instead of a checkbox, the choices are "Curved" (means apply the divide only to curved surfaces, not to planes), "Planes" (apply only to planes), or "All" (apply to everything).
Now I've just got to get back and finish up a couple of things that I put aside when I sidetracked to do the LWO stuff...
- Michael
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