View Full Version : Subpatching Mystery
Ramen Sama
08-31-2003, 02:32 PM
I got a problem i've noticed only in 7.5. Sometimes i notice my polygons get a weird break in the surface, like two different surfaces with the same color mating up next to eachother. Here is some example pictures. In the first you notice there is 9 points forming 4 polygons, subpatched. upon freezing with ctrl D it subdivides them. and creates a nice line which you can see in the second image there. What causes this? i do believe this happens sometimes when i merge points or weld points. Any ideas on what i am doing wrong?
Ramen Sama
08-31-2003, 02:33 PM
Second one.
txbob
08-31-2003, 03:03 PM
This can happen for a few reasons. First, you want to make sure that the points are all merged. Click them one by one and see if any of them read 2 points. I also see this type of thing when there are 2 polys stacked on top of each other. If the points are all merged try construct/reduce/unify polys. This may not work because the "extra" poly might actually be a 4 point poly that is the size of 2 of your polys. (ie: the two on the left, or right) Selecting the polys individually usually reveals this.
I sometimes get this happening on a big complex mesh, and I find that selecting the polys and "killing" them (k key) or construct/reduce/rem polygons. Then re-build them by hand and the problem usually goes away. Be sure to kill them and not cut them, as cutting will remove the center point.
Hope this helps
Ramen Sama
08-31-2003, 03:09 PM
I always count my polys when this occurs :) I'll usually just delete the polys around the area and recreate them till it goes away. i'll try the kill method next time.
polygon-wrangle
09-02-2003, 12:25 AM
Don't forget that the default setting on merge points merges points that occupy exactly the same place (this shouldn't really effect a frozen mesh, but just in case...). Secondly, open GL is something of a liar. You might wish to do a quick F9 in layout and see if the strangeness shows up in the render.
If you still get shading wierdness in your render, you may want to follow txbob's advice and kill the polys and restitch the geometry; maybe even zapping a row of points in the process. That will probably give a better result than pulling ponts.
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