Smoothing groups: Difference between revisions
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When a number of | [[Image:Smoothing groups smoothing example.jpg|thumb|400px|right|The cylinder on the left is not smoothed.<br> The cylinder in the middle is smoothed with the default [[lightmap scale]] of 16.<br> The cylinder on the right is smoothed with a [[lightmap scale]] of 8.]] | ||
When a number of adjacent surfaces are assigned to the same [[Smoothing group]], the Rendering Engine <!--a particular Shader perhaps?--> will "soften" the light and shadow across each vertex or edge shared by the group. This makes the geometry seem smoother when viewed from most angles. It does not soften the profile or silhouette of the object. | |||
* Smoothing Groups in Hammer | ==Guidelines== | ||
* Smoothing Groups in XSI | |||
==Tooltips== | |||
* [[Hammer_Smoothing_Groups_Dialog|Smoothing Groups in Hammer]] | |||
* [[Model_Creation_Overview#Editing_Hard.2FSoft_Edges|Smoothing Groups in XSI]] | |||
* etc | * etc | ||
[[category:Modeling]][[category:Level Design]] |
Revision as of 16:29, 30 April 2008

The cylinder on the left is not smoothed.
The cylinder in the middle is smoothed with the default lightmap scale of 16.
The cylinder on the right is smoothed with a lightmap scale of 8.
The cylinder in the middle is smoothed with the default lightmap scale of 16.
The cylinder on the right is smoothed with a lightmap scale of 8.
When a number of adjacent surfaces are assigned to the same Smoothing group, the Rendering Engine will "soften" the light and shadow across each vertex or edge shared by the group. This makes the geometry seem smoother when viewed from most angles. It does not soften the profile or silhouette of the object.