Major alignment issues with naked edges...
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 From:  Michael Gibson
5826.4 In reply to 5826.2 
Hi sneather,

> Also, what does that number I used for "divide larger than" represent? Is it a percentage, or a pixel-length?

It's a length value in world units, so for instance if you put in a value of 2 there any polygon that has a width or height larger than 2 units in length (in 3D model space) will get subdivided.


> Granted, it also adds quite a bit more polygon data that will have to be rendered
> in C4D. But I guess I don't have much of a choice.

Well yes, if the problem is that you're getting an area that is too rough with not enough polygons being created, then the solution is to create more polygons...


But it can also help if you join together surfaces that are sitting next to one another so that you will not have any naked edges (meaning an edge belonging to only one surface instead of joined between 2 surfaces) at all - the mesher will do additional work to make sure that the meshes generated along a joined edge are unified in vertex structure so that they won't have any little gaps or holes between them.

If you have 2 surfaces that touch only along naked edges, they will each get meshed separately and it's easy for them to get slightly different mesh structures which usually means little holes and gaps between them. That kind of issue won't be present if you mesh joined surfaces instead of totally separate surfaces with naked edges in them.

- Michael
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 From:  sneather
5826.5 In reply to 5826.4 
Thanks Michael.

One of the fundamental problems with some of these product models I'm getting these days, is that they're not particularly well put together upstream. So when I get them, I find that there are substantial surfacing and edge issues, which are leading to the naked edges when I export the meshed .OBJ files. That, is the primary reason why I'm having issues like what I posted above. I've tried many things, including your great tip from a while back, about scaling down the problematic parts, re-joining them, then scaling back up. But unfortunately, I still have a ton of naked edges. I hope to convey some info to the designers soon, but they're in Asia, so I may wind up with limited opportunity to plead my case with them.
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 From:  Michael Gibson
5826.6 In reply to 5826.5 
Hi sneather, yes unfortunately it's tough to get good mesh results from poor input geometry.... you know the old saying "Garbage in, garbage out".

If the model is poorly constructed you may need to reconstruct sections of it in order to increase model quality.

- Michael
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