Author Topic: Basic smoothing groups blending question. Anyone have experience with this?  (Read 604 times)

Legacy_OldTimeRadio

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I've been having some trouble getting my head around this and I'm betting/hoping it's old hat to a few of you.


 


Let's say I start off with a model where all the faces are in the same smoothing group (smoothing group 1), like a sphere for instance.  I'm using a sphere to illustrate this but this problem/quandary is not going to come up on a sphere.  


 


Anyway, I then take a strip of faces on one side of the sphere, from top to bottom, and change those to smoothing group 2.  


 


Two different smoothing groups, #1 is blue and #2 are the selected faces:


rDH62Kt.jpg


 


Later on, I decide I just want the center face to be in both smoothing groups:


 


vUDOsDg.jpg


 


My question is, do I need to go to (for instance) the faces just to the left and right of my 1,2 smoothing group face and change them so they're in smoothing groups 1,2 as well?  Or have I done everything I need to do?


 


The Max documentation seems to imply that I don't need to go to adjacent faces and blend them in.  That as long as two faces share a smoothing group, they will be smoothed.  I just want to make sure no one has experience to the contrary in NWN.  I am thinking people who have done smoothing on faces with built-in ears or noses, for instance, probably have dealt with this.  Probably other things, as well.


 


Thanks!



               
               

               
            

Legacy_MerricksDad

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Basic smoothing groups blending question. Anyone have experience with this?
« Reply #1 on: December 09, 2015, 11:56:40 pm »


               

If you try it, you will see there is a little difference between what you have done, and what you are asking if you need to do, visually. If you have the center poly set to 1 and two, then the edges around those faces it are considered marked as 2^1 + 2^2 in value. That means that it matches bitwise both 2^1 and 2^2, so what you will see is a rounding around a four part poly like listed below, which forms a U shape, starting at 1 and ending at 2.


 


1   2


1 1+2


 


It isn't so much the faces you are giving a designation to, but the edges. It might help to think of it in a pathing perspective. If  you have water on the surface, it can flow across any edge which is attached to a face containing a green light, even if it also has a red light. In your example above, you will have a path somewhat like this.


 


│││


├┼┤


│││


 


bah, I can't seem to change the line height...


 


The only difference will be that if you do the center right and center left polys as 1+2, the corner may or may not take up a sharp appearance, which can make it appear to go up or down (toward the camera) depending on the camera angle and nearby light sources.


 


Given that, the only thing you can really do is try both and see which you prefer. Your sphere should be able to show you some of it, but another test on a surface like a shield might show you more. Not completely flat, but only slightly curved.


 


I've had to play with that a lot when I was doing some of the female armor parts I was showing yesterday, which was years ago. I previously used those lines to show me more clearly in game where my texture needed to be divided. If my pixels hopped over the line in-game, I could see it very quickly.



               
               

               
            

Legacy_MerricksDad

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Basic smoothing groups blending question. Anyone have experience with this?
« Reply #2 on: December 10, 2015, 12:01:02 am »


               

For an idea of what I mean, this image illustrates the difference you may see, depending on how flat your shape is near the smoothing transition.


 


Qd5ewWA.png


 


If you think of the one on the left more like square bottomed cup, the lighting must travel straight down the side, across the bottom, and then finally back up the other side to achieve its path.


If you think of the one on the right as a nice smooth sideways "u" or ⸧, then you can think of adding extra index 2 smoothing to achieve that. Lighting goes down one side of the break and curves smoothly around to come back the other side.



               
               

               
            

Legacy_OldTimeRadio

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Basic smoothing groups blending question. Anyone have experience with this?
« Reply #3 on: December 10, 2015, 12:39:27 am »


               

The only difference will be that if you do the center right and center left polys as 1+2, the corner may or may not take up a sharp appearance, which can make it appear to go up or down (toward the camera) depending on the camera angle and nearby light sources.




Thank you! In the case I was thinking of, the faces to the upper and lower right and left were in a different smoothing group, entirely, so it wasn't an issue.  I also really appreciate the screenshots!

 



...when I was doing some of the female armor parts I was showing yesterday...




Link? I missed them somehow.



               
               

               
            

Legacy_MerricksDad

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Basic smoothing groups blending question. Anyone have experience with this?
« Reply #4 on: December 10, 2015, 12:48:48 am »


               

I was accidentally stealing some of ShadowM's fame for the Hill giant by butting in with my silliness


 


http://forum.bioware.../#entry19937722