Soft Edge Hard Edge
Moderators: jesterKing, stiv
Soft Edge Hard Edge
Can blender make an edge soft or hard?
I know I can mark sharp edge and then use edge split modifier, but I was looking for something that's more suited towards game model design. Another solution I found is to make a face smooth, but that makes all of it's edges soft.
But I was looking for a way to smooth an edge even if it's shared between faces. Is it possible?
Thanks in advance.
I know I can mark sharp edge and then use edge split modifier, but I was looking for something that's more suited towards game model design. Another solution I found is to make a face smooth, but that makes all of it's edges soft.
But I was looking for a way to smooth an edge even if it's shared between faces. Is it possible?
Thanks in advance.
Aspiring Indie Game Developer
i hesistate to update my build, as it got several modifications applied, and some add features which don't fully work or even crash blender instantly. Need to check if i can strip off the unrelated stuff (something like git's stash for svn).
Would 64bit ms vc build be ok?
Would 64bit ms vc build be ok?
I'm sitting, waiting, wishing, building Blender in superstition...
Well, I am on Windows 8 64bit. Sooo... :/CoDEmanX wrote:i hesistate to update my build, as it got several modifications applied, and some add features which don't fully work or even crash blender instantly. Need to check if i can strip off the unrelated stuff (something like git's stash for svn).
Would 64bit ms vc build be ok?
Aspiring Indie Game Developer
doh! I miss read you last post. Yes, 64bit ms vc build if just fine.iamcreasy wrote:Well, I am on Windows 8 64bit. Sooo... :/CoDEmanX wrote:i hesistate to update my build, as it got several modifications applied, and some add features which don't fully work or even crash blender instantly. Need to check if i can strip off the unrelated stuff (something like git's stash for svn).
Would 64bit ms vc build be ok?

Aspiring Indie Game Developer
Ok, i fixed my Select Pattern 2-Step and here's the entire build:
Blender 2.69 VGroup Modifier branch + Vertex Paint VertMask + Select Pattern 2-Step + Hide object origins
Blender 2.69 VGroup Modifier branch + Vertex Paint VertMask + Select Pattern 2-Step + Hide object origins
I'm sitting, waiting, wishing, building Blender in superstition...
Ok, now I am questioning the obvious. How do I smooth an edge?CoDEmanX wrote:Ok, i fixed my Select Pattern 2-Step and here's the entire build:
Blender 2.69 VGroup Modifier branch + Vertex Paint VertMask + Select Pattern 2-Step + Hide object origins

Aspiring Indie Game Developer
It's not working. I took four face and smoothed them. Then I selected their shared edge and mark them sharp. But, those edge are still soft. (I have VBO switched on)CoDEmanX wrote:you smooth faces (shade smooth), and make hard edges by marking them as "sharp". Note that you need VBO on to see mont's hard/soft edges stuff.
I am attaching a picture of it,

Aspiring Indie Game Developer
I forgot to say: you need to enable loop-normals in Properties sidebar (N), Item panel. Default value is fine. If you want hard edges for angles lower than 180° automatically, even if edges aren't marked sharp, decrease the value.
In editmode, N-panel > Mesh Display has an option to show loop normals (requires loop normals in Item panel to be enabled).
In editmode, N-panel > Mesh Display has an option to show loop normals (requires loop normals in Item panel to be enabled).
I'm sitting, waiting, wishing, building Blender in superstition...
Made it!CoDEmanX wrote:I forgot to say: you need to enable loop-normals in Properties sidebar (N), Item panel. Default value is fine. If you want hard edges for angles lower than 180° automatically, even if edges aren't marked sharp, decrease the value.
In editmode, N-panel > Mesh Display has an option to show loop normals (requires loop normals in Item panel to be enabled).


One thing I don't understand is, what's an edge angle? How do you calculate it?
Aspiring Indie Game Developer
Tooltip says about the split_angle property:
So it's not an edge angle, but angle between two faces. Two adjacent flat quads would enclose an angle of 180° i guess. If two faces form a peak, it's less (pretty steep e.g. 20°) - using the minimum angle (thus, max. angle between faces is 180°).Angle between faces' normals above which an edge is considered as sharp when computing loop normals
I'm sitting, waiting, wishing, building Blender in superstition...