Proper Smoothing

Proper Smoothing

Bart V.
This is a tutorial on how to properly smooth your models. Sometimes, smoothing your model over a certain angle looks terrible. This has a very specific reason: when the mesh is rendered, your videocard will loop over all polygons, calculate its normals and if smoothing is applied, it will average the normal of polygons near the current polygon and use interpolation to calculate the shade of the current polygon. This causes very bad transitions when smoothing polygons on relative large angles. In order to avoid this, you have to add normals to your model so when your videocard is averaging the normals, a better result is achieved. Basically, take every polygon you wish to smooth and add a small border to it (and hide those borders). If you take a look at the properly smoothed cube and turn on "show hidden geometry", you'll notice every polygon has another border. The result is not perfect, but definatelly a lot better than when normal smoothing is applied. #Advanced_Smoothing #bevel #beveled #beveled_edge #curve #curved #curved_edge #curved_edges #curves #edge #edges #Eleandor #Normal_Smoothing #Smooth #Smoothing #Smoothing_tool #Tutorial
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