Hi guys,
I had a quick search for this but I don't really know what terms to search, so hopefully someone can give me the answer.
I used to use Maya, and you could select edges and under Normals hit 'Harden' or 'Soften' (or set the value to whichever you like) - which was really great.
I'm struggling to figure out how to achieve this in Max, smoothing groups seem to effect all of the edges surrounding the face, what if I just wanted to effect only one edge?
I hope this makes sense.
Thanks!
Replies
To make things easier, avoid messing with the number buttons. Most of the time I'll have "by angle" checked to select large groups of faces and then hit "Auto Smooth" with the value turned up to max (180). Plenty of times I can just select the whole model and fiddle with the auto smooth value to get everything sorted out quickly.
I was using Maya for about 7 years when I switched to Max, which I've been using the last 7 years, it was frustrating when I started but I don't even notice it anymore.
http://www.scriptspot.com/3ds-max/scripts/edgesmooth
@kurt_hectic: I've never seen that script before. You just made my day.
Pjanssen's script does the gym for you
When it comes to smoothing you have to get out of the mindset of working in edges and start working in groups of polys. These polys go into this smoothing group, those go into another and where they meet the smoothing is broken.
Smoothing often breaks at UV or material seams so if it helps to think of the smoothing, as groups of polys like in a UV layout, and group your polys that way it make unwrapping a little easier because you can explode unwrap based on smoothing groups.
Once you start working with smoothing in groups of polys, you can do things like select polys based on smoothing groups.
Both Max and Maya are using different methods to do the same thing, break and unify normals. You can edit the normals directly by applying an edit normal modifier, but it's pretty tedious and smoothing groups, once you get the hang of them are pretty easy to work with.
Technically the far right example could have the caps in the same smoothing group and they would produce the same result. This would happen because they are separated by polys that aren't in their group. That way not everything has to be in its own smoothing group you might run out of smoothing groups in you did that.
So instead of 1-2-3-4-5-6-7, you can go 1-2-1-2-1-2-1. That way you can get a lot of mileage out of the 32 smoothing groups, by recycling them.
For the most part I'm fine with smoothing groups, this is an example of where I ran into the problem.
I want the red line there to be hardened. Really I'm just wanting to make a lowish poly model to mess around with some hand painted texture practice on. Nothing special. I just wanted to give myself visual 'creases' under the cheeks here, around the nostrils, the lips, the eye lids, and the breasts. I think using multiple smoothing groups it is probably possible; just seems so long winded for something I can do in other software packages by selecting those 3 edges and hitting harden.
I am trying to depart from that line of thinking; at times though, the only way I can describe what it is I want to achieve, is by describing it based on previous experiences. If that makes sense? You are right though, smoothing groups are very powerful and I do enjoy using them. I just have to figure out how to use them to my advantage in every situation.
phixel - creasing is a good shout, I'll certainly have a look at that too!
I'm really just trying to broaden my tool knowledge in 3ds max as I've been using it at work for quite some months now, but I've only learned what I've needed for my job.
ALSO
There is workaround in 3ds max to control hard edges:
In editable poly turn Use NURMS subdivision on.
Set iterations to 0 so it won't actually subdivide geometry.
Now crease spinner controls hard edges: 1 means hard, 0 means soft.
Converting object to editable poly again will turn NURMS off and automaticaly set
smoothing groups.
Stuff like this...
Not often you'll need it, but it is very hard if not impossible to do easily with edges.
1) Often my models have normal maps and the smoothing is all in the same group, sometimes one group per separate object if there are multiple objects/elements.
That doesn't mean I don't use smoothing groups, I do. I just don't use them for smoothing, heh.
A hard edge on a high poly is often too hard and I would rather crease or bevel the edge so it appears sharper, but it doesn't break unnaturally. If I need to blend a break, I do that with support loops on the high. The smoothing from the high poly overrides all smoothing in the low poly so I don't really care how the low poly smooths as long as it doesn't change after baking.
2) I use them to easily select faces and when unwrapping I will explode by material and smoothing. Then before baking I assign it all to 1 group. Sometimes if I have multiple objects they each get their own smoothing group but everything in that object is in the same group.
ok a 3rd point...
I have used the hard edge script in the past, when I was doing low poly only work but I haven't bothered to install it in the last 2 versions of max.
ok a 4th point...
In the butt example above, even if it was only a low poly I would throw another set of loops in there, not only to control the smoothing better, but to help with deformation. I would gladly take them out of someplace else if it really affected the tech budget in some major way, I think it won't in most cases.
Thank you for explanation, it makes sense.