3 posts / 0 new
Last post
ForumImport
Offline
Last seen: 9 years 12 months ago
Joined: 09/22/2009 - 18:47
smooth polygon rendering/shading

This message was originally posted by nad_sf_fm on 08/27/2007 07:48:03
hello,
i try to render a polygonal sphere with the smoothshade-node. In the viewport i see that the modifier is working.
Then I render the scene with the renderman engine (render engine: aqsis). Here, the output shows a sphere with flat faces
and hard edges.
The log window says:
08/27/2007 14:41:17 ERROR: Cannot deduce parameter type for [N]
08/27/2007 14:41:17 ERROR: renderman.cpp line 495Unknown type [St6vectorIN3k3d7normal3ESaIS1_EE] for [N] will be ignored
Version: 0.6.7.0
System: debian linux
Any suggestions, how i can fix this problem? thanx;)

ForumImport
Offline
Last seen: 9 years 12 months ago
Joined: 09/22/2009 - 18:47
smooth polygon rendering/shading

This message was originally posted by joa on 08/27/2007 11:11:02
Hi!
Smoothshade affect the geometry. It says \"Simulates Smooth geometry by averaging polygon normals\"
The way around is to convert it to SDS.
1- Use the MakeSDS modifier
2- Go to \"Your object\" instance node and change \"polyhedron render type\" to Catmull-Clark.
Of course you won’t get the original shape.
For 0.7, i don’t know whether the new painter architecture has a \"smooth painter\" for opengl or renderman.
Tim can answer this question.
Cheers!
Joaquín.

ForumImport
Offline
Last seen: 9 years 12 months ago
Joined: 09/22/2009 - 18:47
smooth polygon rendering/shading

This message was originally posted by Timothy M. Shead on 08/27/2007 22:50:01
You’ve stumbled onto a bug, thanks for reporting it! I am working on getting it fixed in K-3D 0.7.
In the meantime, Joaquin’s suggestion of using subdivision surfaces as a workaround is a good one. Because K-3D is intended to produce high-quality content, our focus is on providing higher-order primitives (patches, NURBS, subdivision surfaces) that render correctly at all scales, instead of having to use this type of polygon normal trick to simulate curved surfaces. It’s worth mentioning that there is no time penalty for using true curved surface to render in RenderMan ... in fact, polygons render more slowly in many render engines, so you have no reason not to use higher-quality curved surfaces where possible.
Cheers,
Tim

Log in or register to post comments