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3 Dimensional Chat / Blender not rendering 4 sided polys?

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Madscientist
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Posted: 10th Nov 2010 01:13 Edited at: 10th Nov 2010 01:14
I'm making a robot model in blender but when I render it, the quads are replaced with tris. Anyone have an idea why?


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Link102
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Posted: 10th Nov 2010 01:58
It's because all 3d geometry is made from tris. Blender and other modeling programs just use quads as a way to make things look neat.

Slayer
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Posted: 10th Nov 2010 02:04 Edited at: 10th Nov 2010 02:10
Its in the smoothing, Me for my bots I don't use smoothing of any sort
I don't like the way it looks, if i'm going to use smoothing of any sort id like it to look better then just a plan o smoothing, because it takes the bulky look out of things.

But heres a link on smoothing, this doesn't fix much of the prob
but its an idea of what your prob is... im thinking it would take a shader the same as what blender is using. I made a bot and after I was done I rendered it and saw all the flat faces hahahaa and all I could do was move the vortexes to make the model look better... but not much I could do to fix the prob completely

http://www.blender.org/documentation/htmlI/x2681.html

I dont know how to spell
Master Man Of Justice
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Posted: 10th Nov 2010 05:18
Quote: " because it takes the bulky look out of things. "

Make your edge loops tighter.

Slayer
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Posted: 10th Nov 2010 07:12 Edited at: 10th Nov 2010 07:15
Quote: "Make your edge loops tighter."


yah that would work to make things to keep there shape and to add a nice smoothing to an object, i'm not much into rendering just yet but as for real time rendering, a normal map suets me very well when it comes to adding a nice smoothing to my objects without loosing its shape... When creating a normal map the model that is going to be used for the creation is a very high poly/with very tight loops and as you were saying adds a very nice shading to objects and the normal map takes all that nice smoothing and creates an image from it to add to a low poly object...

I would have mentioned that on my post earlier but I didn't want to sound like a normal map nut case hahahaa theres ways for a normal map to make smoothing and bump mapping for your objects to look like they have what a high poly object should have... thats way there so cool to use, but very hard to make.

I dont know how to spell
Ortu
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Posted: 10th Nov 2010 07:58
Quote: "It's because all 3d geometry is made from tris. Blender and other modeling programs just use quads as a way to make things look neat."


Normally if it shows as a unified quad in the viewport it'll render the same way, but the render isn't simply splitting the quads into tri's, it's into tri's at different angles which is why they all have different lighting values. So I'm guessing those quads aren't actually flat, planar quads as it would seem but are bent which means that unless you set some smoothing to them they will basically be treated as tris like Link is saying.

You can set the object to smooth and control which edges show by setting an angle limit either on autosmooth in the mesh tools or in an edgesplit modifier. Or you could try to manually move the vertices to relieve the stress which is bending them out of flatness. I'd go with the smoothing


Slayer
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Posted: 10th Nov 2010 08:34 Edited at: 10th Nov 2010 08:35
It seams that the quads are being shaded bast on the four vortexes and when you render it uses the tries three vortexes to do the shading...
I like the four hahahaa what would you call that kind of shading/smoothing for the quad...

I dont know how to spell
Madscientist
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Posted: 10th Nov 2010 12:54
Thanks for the resposes. I'll try smoothing it and see if that fixes it. I'll also change some of the quads into tris and manually straighten the polys.

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