Loft and Sweep Shading Problem
 1-18  19-22

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 From:  Michael Gibson
3255.19 In reply to 3255.18 
Hi danperk, yes that is interesting that the same artifacts are present in natively created Modo geometry as well.

This kind of artifact gets reduced when polygons get smaller in size on the screen, so increasing the vertex count around the circular direction is one way to do that, but also doing a few vertical divisions is another way.

But you really should not need to go to such a high density to avoid these artifacts in a full render, it would be better if the full render did a more proper vertex normal interpolation so that you could get nice results with lower polygon counts.

Taking some shortcuts in interpolation can help to speed things up, maybe this is an area where some quality was sacrificed intentionally for a speed gain, but it would be good to have an option to control that if that was the case.

- Michael
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 From:  danperk (SBEECH)
3255.20 
A strait cylinder created in Modo seems to be pretty smooth beyond 12 sides, so it seems to be
the cones angle where the render has problems.
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 From:  Michael Gibson
3255.21 In reply to 3255.20 
Maybe some combination of the cone's angle making some greater variation in shading, along with the cone's taper causing the polygons to have different widths at the bottom versus the top. That may have some kind of subtle effect on the stuff being interpolated across the polygon.

- Michael
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 From:  WillBellJr
3255.22 
Once again I fear the render problems is due to the codebase within Lightwave.

Since Modo was lifted from Lightwave, it has inherited the same problems - incorrect support for supplied normal information.


As Michael proved using Cinema 4D, if the normals are handled correctly, the objects should look exactly the way they do in MoI.
(And that's the reason why I went broke purchasing C4D since it was the best at importing MoI objects...)

I plan on showing any artifacts and discussion threads like this in the CORE forums to try and make sure CORE will be as good as C4D in handling MoI imports.

I eventually want to let C4D and stick exclusively with LW but I can't if it's not going to provide similar results.


-Will
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