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Weird lighting line after merging two objects.

16 REPLIES 16
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Message 1 of 17
Anonymous
2784 Views, 16 Replies

Weird lighting line after merging two objects.

After I merged a sphere with a cylinder for some reason I got this weird lighting line.

I have tried to conform the normals, use backface culling, double sided lighting but none of these have solved the problem.

I'm using student version of MAYA 2018.

Could someone tell me what I can do to get fix it, Thanks.

Porblem.PNGPorblem2.PNG

I added a different material to this picture just to show the lighting line a bit more clear.

16 REPLIES 16
Message 2 of 17
brentmc
in reply to: Anonymous

Hi,

 

If you want the edges to be hard at the join then select those edges and choose Mesh Display > Harden Edge.

 

ScreenHunter 210.png

--

Brent

 

Brent McPherson
Principle Engineer
Message 3 of 17
Anonymous
in reply to: brentmc

That just makes a hard line in between the objects and what I want is to have a smooth transition from one to the other.

Thanks.

Message 4 of 17
brentmc
in reply to: Anonymous

In that case select the edges in that area and choose Mesh Display > Soften Edges.

--

Brent

 

Brent McPherson
Principle Engineer
Message 5 of 17
Anonymous
in reply to: brentmc

The edges are soften that's how that weird lighting line happens. When I harden the edges there is no lighting glitch, but there is a line dividing the two objects since it is a harden edge.

What I wanted was a smooth transition between the two objects so just a way to get rid of the lighting line, if possible.

Thanks

Message 6 of 17
brentmc
in reply to: Anonymous

If you are using Smooth Mesh Preview then adding extra edge loops on either side of the join might help.

--

Brent

Brent McPherson
Principle Engineer
Message 7 of 17
Anonymous
in reply to: brentmc

Yes adding edges can help out a bit but takes away from how the objects looks because it doesn't go from cylinder to a circle. I messed around with it before to see if i could fix it that would but I won't end up with the sphere shape that I have at the bottom of the model like now.problem3.PNG

It's kind of hard to see because of how many normals there are, but you can see the vertex I have selected is following a line point forward which is how the normals are set for the cylinder, but as you can see the normals for the sphere are different and they colliding with each other so I'm not sure if that's where the problem is. I have tried to move the normals around but by hand it is way too hard and can not get accurate enough to stop that lighting line in the model from apparently is there any tool that can fix this?

Thanks.

 

Message 8 of 17
brentmc
in reply to: Anonymous

Hi,

 

The normals across that edge are quite different and they are being interpolated over a (relatively) large area which is why you see the shading discontinuities.

 

I do not think you will get better results by tweaking the normals but have you tried increasing the smooth mesh subdivison level?

 

ScreenHunter 211.png

--

Brent

 

Brent McPherson
Principle Engineer
Message 9 of 17
Anonymous
in reply to: brentmc

problem4.PNGproblem5.PNG

I have enabled the head ups display and I smoothed them a lot, but the problem still occurs.

If there is no way to fix it I will just harden edge it and leave it at that and make it be two different objects, but I would still like to fix it.

Thanks

Message 10 of 17
mspeer
in reply to: Anonymous

Hi!

 

Please upload the scene-file.

Message 11 of 17
Anonymous
in reply to: mspeer

Here you are.

Thanks

Message 12 of 17
Roland.Reyer
in reply to: Anonymous

What kind of shape are you looking for?

A certain rounded radius, large or small?

A very smooth transition between the two objects?

Is this for games, do you have to keep the polygon count low?

 

Message 13 of 17
Anonymous
in reply to: Roland.Reyer

This is a university project. Its meant to be a weapon called Panabas sword.

I want the transition to be smooth and it's not for a game, but I do have a poly limit for my character bust.

I don't worry too much about that, but if there is a fix for this I would like to know as this is not the first time it has happened to me and before i just ignored it since it was only college work, but for uni I want to get the models to look the best I can make them.

Thanks

Message 14 of 17
Roland.Reyer
in reply to: Anonymous

I could make the transition a bit better by inserting an edge loop above on the cylinder part.

 

Turn on the vertex normals and set them to "Unlocked" (select the verts and choose Mesh Display->Unlock Normals).

 

Then when you move the top of the cylinder part down you will see that the normals are also defined by the long edges on top.

Insert an edge loop here (image 3) and slide it up and down to adjust the blend

 

 

Message 15 of 17
mspeer
in reply to: Anonymous

Hi!

 

I also recommend to add an additional edge loop at the cylinder for better control.

(You need evenly spaced vertices/faces for a "smooth" surface)

 

But you can also try different normal calculation presets in Shape node pCylinder2Shape:

Mesh Controls -> Vertex Normal Method -> ...

Message 16 of 17
Anonymous
in reply to: mspeer

The cylinder I'm happy with the shape it was just the connection of the sphere with the cylinder that was annoying me, but I will try to unlock the normals if that doesn't help I will probably just leave the hard edge as they are gonna have different textures anyway.

Thanks

Message 17 of 17
mspeer
in reply to: Anonymous

Hi!

 

"I'm happy with the shape!".

 

You don't have to change the shape.

1. Mesh Diplay -> Soften Edge

2. Insert a new Edge Loop at Cylinder part nearby your hard edge, so faces around the edge have nearby same size, then it will be much smoother

as shown in model3.jpg from @Roland.Reyer

3. Finally hit 3 for Smooth Mesh Preview and i can't be smoother.

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