Hi
I got a question the other day about max. "how do i make a hard edge in Max"
You got several choices really:
- Smoothing groups
- Detatch to element
- Split
What i found quite odd was that in Maya you would just have to select the edge and normals>Harden edge. Wouldn't that be great if it was like that in Max as well?
Aparently there is a action under the Edit Normals tag in the modifier list. Called Break.
What this seems to be doing is something similiar to Maya's Harden edge. You get the
nice hard edge between the the two vertices. But! what it also does is it makes the connecting edges hard aswell. Now i can work around this by using the Unify action. If i first select all the edges on the right side of the hard edge i want to keep and press Unify. I will get a smooth result. If i do this on the left side aswell i get the a smooth surface there to. Leaving me with a nice hard edge.
However this is really really not effective at all. Just imagine if you have to do a longer split across your model. This quickly generates a lot of extra work. So smoothing groups would be much easier and quicker to use. What would be awsome though would be if Break had the same function as Harden Edge in Maya and Unify had the same function as Soften Edge in Maya.
Now i'm not saying one program is better then the other. What i am looking for is for me to be able to use the same approach to hard/soft edges in Max as i do in Maya.
Replies
http://scriptspot.com/3ds-max/hard-soft-edge
I'll look into that script, Eric!
What can they do that hard/soft cannot, pertaining to normals (not taking into account things such as selecting by SG, etc.)?
Multiple smoothing groups explained:
http://www.fgiservices.com/Smoothing/Smoothing_05.html
But really the majority of people use smoothing groups as a way to make hard edges, not really control blending.
Just out of curiosity does Maya have a "Auto break edge at angle" feature or is there a script out there that does it? Seems like one of the things they would have included and if not someone would have scripted it already?
Vig: "Auto break edge at angle" could that be something in the line of Maya's "Set Normal angle..."?
Basically you just type in a degree angle and that determines what edges will be hard and which ones will be soft.
It's a very small difference and probably not even worth the time it takes to set it all up. I guess for the 1% of people that actually need it, its nice to have... /shrug
W1r3d, ahh thanks that's exactly what I was looking for!
edit: actually, that might not be what I mean. Isn't there a way to vary the strength of a 'bevel' by having something in multiple smoothing groups or not?
I really don't know anymore, I just use them to break edges, if I use them at all (and I hardly ever do).
It shows how to assign multiple smoothing groups and how chamfering edges will result in sharper edges when subdivided and that's fine. But the example and conlusions drawn are clearly misleading. He asks if the outcome is worth it and shows a subdivided Mesh? Which overrules his SGs anyway? (You can set it to respect your SGs but that seems not the case here. )
Like Eric pointed out he would have gotten the very same outcome if he had simply assigned one shared SG for all faces. That's perfectly true for the lowpoly version. But in case of the subdivided mesh not even that would have been neccessary and the SGs could have been set to whatever variation possible.
I'm not sure the difference could even be shown but that doesn't mean it doesn't exists. As for which is easier to set up, well that's a no brainer, I'm not sure why someone would go to the hassle of manually setting up smoothing groups to perfectly blend that way, especially in our industry with most exporters interpreting any smoothing group difference as broken/open edges.
A vertex only averages the angle of its normal with the angles of its immediate neighbors. The way I understand it, vertices that aren't connected by an edge do not influence each other's normals. And the test proves it, since the normals do in fact end up identical.
If that's the case then the only other thing besides creating hard/soft edges & selection storage is like you said passing info onto turbosmooth.
Best way to see what SGs are doing is to add an Edit Normals modifier, since that's all the SGs are really doing, breaking or sharing normals, as far as I can see.
As far as normals go smoothing groups and hard/soft edges are the same thing, except the latter is infinitely easier to think about and use.