How to make cylinder rounder in an render

Hey you guys!

I was wonderin’ - If i’m making a cylinder with eg. 15 sides, how do I make it better quality when I’m rendering? With that I mean how do I make it more “round” in a render?

Subsurf won’t work because then the sides of the cylinder will become rounded too. Or can you prevent that or something?

Thank you for non-negative answers.

Have a great day.

do you mean how to make it appear smooth? in the edit buttons, click on ‘set smooth’, and if it has both sharp edges, and smooth areas, click also on ‘auto-smooth’. you won’t see the difference in the 3D window, but you will se it in the render.

Ahhh.

I didn’t really found the ‘auto-smooth’ button, but it doesn’t matter when you can just set solid on the faces that are solid :slight_smile:

I didn’t really think the ‘set smooth’ button really made things smoother before because I never really rendered a picture with set smooth before :stuck_out_tongue:

Well, anyways. Thank you very much!

Have a great day.

i think you can try this
set snooth on then set edgesplit modifier on

then apply it

and it will give very soft surface

but before that you should mark sharp the top and bottom edge may be

Salutations

You can use subsurf. After subsurface modifier-ing, switch to edit mode, and edge-selection mode. Select the top and bottom outer-edge rings, but NOT the inner edges (That make the pie slice shapes).

With those selected, hit Shift+E (For Windows, at least). Now move your mouse away from the model, and it should cause it to become a cylinder again. This is called ‘Creasing’ and you have the ability to set it anywhere from smoothly rounded to fully creased.
If you select the ‘pie’ edges as well, it will cause a little bit of a point at each spot where those edges connect to the outer rim. I’ve attached a render, with the top edge showing properly creased, and the bottom half showing what happens if you crease the ‘pie’ edges as well.

(Note that the attached render is a cyllinder of 15 sides, with a subsurf render-level of either 5 or 6. I can’t recall which)

Attachments


I have actually done a bit of experimenting with the technology of edge sharpening and I have found the same results in LightWave as in Blender.

From my experience the edge sharp feature is not as efficient of a way to sharpen an edge as is creating simple sensible geometry on the mesh itself with attention to good use and placement of edge loops. In the attached .blend file is a side by side example. Both are eight-sided cylinders. One is controlled with edge loops, the other is controlled with the edge sharp feature. Both also have set smooth applied. On the edge sharp example with set smooth applied you need a level of 5 at render to get rid of smoothing errors on the faces. The problem here, is that now you have a level of 5 applied to the whole mesh. In LightWave you can control the placement of subdivision with weight maps. I am not sure how to do that in Blender. But in LightWave I choose not to use that method as it is another tedious step that to me takes longer than simply creating edge loops in the right places. This is a more or less hardwired aproach to controlling where the subdivision will be higher - in places between edge loops. This uses much less polygons at render time an is more efficent INHO. You can control the sharpness with edge slide.

I go into much theory about this in the tutorial in my signature. Not for Blender but the information applies to subsurf modeling very well.

Example from tutorial (not .blend file):

http://www.lightwiki.com/images/5/58/Disc4.gif

Hope this can be of use. :slight_smile:

Attachments

CylPrim.blend (128 KB)

1 - how did you make the subsurf lines appear in pic ?

2 - i took the file added another way of doing it
a ) you mark sharp the top / bottom edge
then

1 - how did you make the subsurf lines appear in pic ?

2 - i took the file added another way of doing it

a ) you mark sharp the top / bottom edge
b) then select middle faces and Smooth & apply subsurf

and you get the new cylinder on the left
with sharp cut edges

Salutations

The screen shot that I posted is from LightWave. (in LightWave you can change color of lines like you can a surface material - but for display only - edge render is something else. In Blender it is global AFAIK only in Themes) In Blender if you want a screen shot with lines, I am new to this so the only way I know is to go to Edit mode and apply subsurf. Take a screen grab with edge selection mode. Make sure and click the little box in the subsurf tab for the lines to show up as subsurf rather than base mesh.

Here is a Blender screen grab.
http://rcstudio.synthasite.com/resources/Cylinder.jpg

I see what you mean about set smooth. Good idea. Thanks.

Thank you for all your posts!

The one I think I was mostly looking for was Amor_Inflexi’s post.
All the other posts were informative of coarse!
But since I’m really new to blender, I did not understand half of the text - so I couldn’t get help from that.

Thank you all and have a good day!

i tried to see the lines but could not
can you explain how to get theses lines

Thanks