Sphere edges?

 From:  Michael Gibson
4110.3 In reply to 4110.1 
Hi Nick - that edge is what is called the "seam edge" of the sphere, and it is a built in and natural part of the surface so it's not something that you can remove.

The surfaces in MoI are called "NURBS surfaces", and the way that these kinds of surfaces work they are defined by a quadrilateral mesh of control points. So every surface is actually internally a 4-sided thing.

So you can kind of imagine that each surface is kind of like a 4-sided sheet of paper, only make a kind of stretchy rubber paper.

A closed surface like a cylinder shape is formed by "rolling" the sheet of paper into a tube so that it has 2 opposite sides of the paper touching each other - that's what is called the seam edge.

Then for a sphere the top and bottom edges are collapsed down to a single pole point.

So anyway that edge is just a fundamental part of how a NURBS surface is defined, it's not something that can be removed.

But when you export to OBJ format, that edge is not going to show up in the rendered result, because MoI exports vertex normals to OBJ format which controls how each polygon is shaded. Those vertex normals come from the NURBS surface, and because the sphere surface is tangent to itself in that seam area, it will render without any visible crease and will shade exactly as an edgeless sphere in those areas.

If I remember right, the only thing you need to worry about is that KeyShot does not like to handle n-gon polygons so when you export from MoI make sure to use the "Output: Quads & Triangles" or "Output: Triangles only" option instead of Output:n-gons.

- Michael