Smoothing problems when I try to triangulate my bread slice. (Imgur link.)

Smoothing problems when I try to triangulate my bread slice. (Imgur link.)

Anonymous
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Message 1 of 6

Smoothing problems when I try to triangulate my bread slice. (Imgur link.)

Anonymous
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Have a look. Some advice would really be great.

http://imgur.com/a/8Cce6

 

Bonus question, if anyone cares to answer- for all the experts and ones who are in the industry? What do you do at a time like this- when something comes up that just stops you from working, and you have no idea what to do? Experimentation works sometimes, and when you're at home you can just wait for help to arrive online- but do these things arise in an actual job involving modeling, and if so how do these scenarios play out? Would you just ask a coworker for advice? Would they never arise to begin with?

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Message 2 of 6

Anonymous
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The result shown is actually to be expected, and you would get it from in any modeling software when trying to subdiv/smooth preview a such a triangulated mesh.

The fact that you initially have non planar faces is not necessarily a work stopping issue IF you intent, from the beginning, to subdivide/smooth the mesh, since this operation with deal with that. In short, subdivide then triangulate (if that is still a requirement for the final model), not the other way around.

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Message 3 of 6

Anonymous
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Hi,

 

Thank you so much for your fantastic explanation. I like hearing the 'why' for every problem I come across. Are you saying that subdividing (smoothing) always fixes nonplanar faces?

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Message 4 of 6

Anonymous
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well, "Fixing"... is relative, in this context. I'm not trying to be cryptic, mate, its based upon a few considerations that I detail below, and there's also what you, as a modeler, would consider a proper result. So, to try and be more precise:

 

- Subdividing a polygon mesh, either with the Mesh menu >> Smooth command, or via it's "virtual" (my term), display equivalent of doing a smooth preview (by hitting '3' on the selected mesh) will always attempt to divide your edges by at least 2 (at one level of subdivision), 4 (at 2, maya's default), and so on. It's appreciatively predictable with a manifold geome(edit: much less non-)planar though, so in that regard yes: it's fixing this.

 

- but a mesh with non planar polygons (always quads or Ngon, since triangles are always planar, obviously), might not always subdivide as you'd prefer. Hopefullly this pics will prevent us both from suffering through more verbiage of mine, lol :

 

2016-03-26_180509.jpg

 

From a basic plane, I extruded up and scaled down its single face, but with two different geometry. On the left, the topology goes through, vertically and horizontally, making four non planar faces at the corner, while the rightest mesh hasn't this issue thanks to its diagonal corner (from a top point of view).

 

Check the '1' corners, showing the very typical issue with this non-planar geometry, at a certain camera angle, Maya (or any other software as I said) can't be sure how to render this stuff, showing a sort of caving in, or concavity. that you don't have at the '2' points on the other mesh.

 

Now, I duplicated and added subdivision/smooth preview levels: in all cases there is no non-plannar faces anymore, but the actual subdivision gives different results. see how there is still a bit of concavity at the corners of the left most, initial mesh, but how the "correct" triangles does affect the topolygy flows, rounding up the corners.

 

Generally speaking, it is good practice to avoid non planar faces: they deform less predictably making it particularly bad for animation, display/render in wonky ways as shown here, but also makes the UV unwrapping less easy. But it's a matter of degree, a tiny bit of non-planarity is not always a big deal. What is certain is that if you intent to subdivide a mesh, quads instead of triangles are better.

 

well, I made another wall of text. my bad. Hope this helps nevertheless.

Happy modeling!

- Fred.

Message 5 of 6

Anonymous
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Actually, my bad, there is still a bit of non-plannarity in my example, when smooth previewing (the cage i mean). Sorry, but it's much less noticeable, of an issue, potential. As I implied, there's also the matter of your personal preferences.

 

edit 2 : and for a cleaner (no non planar) result: favor an actual mesh smooth instead of a mesh preview. The algorithms used are the sames by default yes, but the cleanup command might find the non-planar face of the still unconverted mesh preview I think.

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Message 6 of 6

Anonymous
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The solution to non-planar faces is not triangulating your mesh. It's fixing the non-planar faces.

 

nonPlanar01.png

On the left object, the bottom two faces with points pushed down are non-planar. Depending on where your faces are on the model, the object on the right, is not necessarily the solution. I just added the edges to make the point that, the object on the right would not register as having non-planar faces.

 

nonPlanar02.png

When you rotate around, you can see the issue with geometry. The face is being contorted in unnatural ways and that can cause lighting issues later on.

 

A way to find you non-planar faces is, when you go to "Cleanup", under Operation, choose "Select matching polygons". That way, you can zoom in on those areas and start fixing the geometry. They may also be n-gons.

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