Greetings to everybody,
I have a small issue which I can’t solve on my own and I wan’t to know if somebody encountered the same issue and could help me.
Well I have a lamp model, with a round edge, but when I use materials and shading I get a low poly result despite the use of the subdivision surface modifier + smooth shading
In full render I still have the problem and the subdivision modifier is already in use with mean grease
I din’t testet cyclesX yet, but I will try it and come back when it works or not.
Edit: The low poly steps are gone now, thanks to the auto smooth and a angle of 90.5°
The sharp shading is a UV-Mapping problem I guess. But thanks for the help
Is there a reason for the gap in the marked seam? Just seems odd to have. Not able to see the whole thing so there may be a reason.
Also, where does that marked seam fall on the surface? Click the triangle button in the modifier and best in viewport shading. It will place the verts/edges on the surface of the end shape.
Still seems an odd dissonance in the reflection. The seam round the corner rather than mid point of the thickness may have no use or point. In fact I think I can see better refection continuity that may correspond with the missing edge not marked as a seam.
so I’ll avoid the edge split. However now I don’t know how to solve that
I mean it is less anoying than the low poly corner, since you will probably not see it when the Object is done.
The edge split modifier is becoming an obsolete function.
I use the bevel tools to get hard-edged surfaces, in combination with sub-division modifier.
In edit mode I select the edges of interest. Press Ctrl b, using two segments. The same can be done with Crease, but it has less sharper edges.
Your problem has something to do with how Blender calculates smooth surfaces but having not enough info on how to do that. Hence adding a bevel will give more info the algorithm needs. A face has at least 3 vertices, which results into a normal (front side face). This normal influences the smooth shading. Less info, lesser good shading smooth.
It’s like the b-spline tool. The first and last vertex, don’t have influence of two lines. Dit behavior is what you get using the edge split tool.
EDIT: Sry for beein kinda annoying, I played a bit with auto smooth and it disappeared a 80° and all other shapes I wanted kept the same. I don’t know why this works on 80° now, because I already tested it, but maybe it was the fault from the edge split.
I’m really thankful for both of your help
Well I tried a few edges with the bevel tool, however I don’t get the result I want and it looks kinda weird
I see faces with more than 4 vertices, this kind of face can give also have strange effects.
Also, your geometry (maybe because you are experimenting, looks strange. DO NOT have inner faces ( three or more Faces with a single common edge.
don’t make complex objects, but think in units.
I still think you are still creating an object, not using the correct blender protocol. Blender never complains, but instead, you get strange effects. Sometimes means the user doesn’t follow the correct methods.