The images below show the same mesh with soft edges and hard edges, Alternatively, the vertex normals can be adjusted to create hard edges, with contrasting shading across edge boundaries. By interpolating between the vertex normals, Modo can smooth shade across the surface.Ī smooth interpolation across polygon edges creates the appearance of soft edges, with no sharp distinction between adjacent polygons. The orientation of the vertex normals provides a means to determine the properties of reflected light (and therefore the shading) at each vertex. Hard and Soft EdgesĪ vertex normal is calculated by averaging the surface normals of the faces that surround the vertex. Note:A vertex normal map overrides any smoothness settings of the material. The map gives the impression that the surface is smooth, but the silhouette is shaped according to the underlying geometry. Note: Unlike displacement maps, vertex normal maps do not modify the geometry, and the contours of the mesh are unaffected. The map then preserves the shading when used with a lower poly mesh. This captures the smoothing that is displayed in the 3D viewport. Once smoothed, you can freeze the smoothing by baking out the current values into a Vertex Normal Map (see Vertex Normal Maps). The surface's material item has a Smoothing setting. ![]() ![]() The mesh can be smoothed in the 3D viewport through Subdivide (press Tab or Shift+ Tab).Modo provides a number of ways to smooth an object so that the surface does not appear faceted. Smoothing graduates the shading across polygons to produce a surface that appears smooth, without adding any additional geometry. Vertex normal smoothing provides much more control over edges hardness than material smoothing. Vertex normals provide an efficient way to smooth shade a polygon mesh, giving it the appearance of a much higher poly mesh.
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