Hi guys,
I have a problem with a hole in a curved surface and the specular refleciton around that hole.
Before you put up links, I’ve looked at the various ‘hole in curved surface’ videos multiple times, and they’re all fine and I have followed them to the letter, however it doesn’t fix my problem here for some reason. The .blend that is attached is my last ditched effort to try something different and I have used an ugly poly face.
I have played with the topology in a variety fo differnt ways, yet it always comes out with a warped specular speckle around the holes.
Clearly, when set smooth is turned on, there’s a problem with the reworking of the topology, but I can’t seem to make it work at all. I’ve tried triangular faces, quads, sub surf, matching every vertex to a circle through manually moving vertices on the surface to make a perfect circle on the face (as shrink wrap didn’t seem to solve the problem)
The model must be as is in the .blend file, although you’re welvome to rework the topology in the file around the hole. [ATTACH]236262[/ATTACH]
Thanks Ricky! It looks right in the image. I’ll check out the .blend soon and will get back to you if there are any problems.
Previously i had created a circle and shrink wrapped it to the surface of the cylinder, thinking it would be the cleanest way to do it, and that boolean often leaves really messy topology. I had also tried using a boolean, but not with results like this.
I do, however, need 3 more holes (separated by 90 degrees) so are you able to let me know exactly what you did to produce the clean result?
just added a cylinder then locate it where it should be then use the boolean modifier
retopo works well if you have high density mesh if not then the retopo verts won’t necesaarely be at the right location on the faces
so that’s why the new boolean modifier works better
could even works better if you increase the mesh density
you could cut in 4 parts the model i did and add mirror modifier
Thanks for the tip.
I ended up using a boolean modifier, which actually worked terribly the first time (and the next few) until i began to render in phases.
Turns out that if the mapping is done BEFORE the modifications, then it doesn’t seem to care about the relatively poor topology around the hole!
Boolean does work better here than the shrinkwrap method did. The problem is that as soon as you ‘recalculate normals’ it stuffs up again.
Anyhow, I have a working render, provided I don’t do anything to wreck it.
Thanks heaps for your help.
[ATTACH=CONFIG]236412[/ATTACH]
[ATTACH=CONFIG]236413[/ATTACH]
It’s a section of a linear accelerator. The single item is a single cell (simplified); many are brazed together to form the total linear accelerator.
The holes are pressed into the side after the brazing as a way to tune the cavity to the RF.
I work for a synchrotron in an Education role.
I’m modelling the entire machine to animate.
That is only a tiny section of the linac, which is only a tiny part of the whole machine, which is only half of the building. So the whole thing is horribly large!
Normally I wouldn’t bother to create such a large poly mesh, but since the plan is to cut pieces in half and demonstrate how each component operates, it’s needed.
The attached is the (mostly) completed linac. Took 6 minutes to render at 1080p. I know that’s a lot, but we want high quality results. In addition, i’m lucky to have 9 i7s @ 12GB running 64 bit to use to farm the render out, so it’s not that bad in the end, as each frame is reduced to 40 seconds per frame, which isn’t, too, bad really.
I also tried rendering with all internal structure removed, which only reduced the render time by 10 seconds, so easier to just leave it as is.
If you have any thougths on how to reduce the render time, considering there are NO mirror reflections in the scene, it would be greatly appreciated.
well in cycles you could use GPU if you have good vid card with Cuda like GTE xyz
that should be faster
cant wait to get a new machine later this year LOL
also i look at your model and it is still relatiely low res
i’v seen way higher res then that !
but it is still good cause you can add a lot more models and still render fast!
why do you say this
considering there are NO mirror reflections in the scene
mirror would add quality to the render if you add a nice enviro map in cycles
if you have a lot of things to model and need help you could open a new thread in the WIP forum
hope you show us some of the anim / models later on
It’s in Australia.
I just turned the Anti-Aliasing down to 5 (from 16) as I figure crisp images won’t matter in animation anyway and that reduced the time to around 4 minutes, slightly less.
Sure, cycles seems fantastic from what I’ve seen. My problem is in using it effectively and, more importantly, efficiently. I have tried to get my head around cycles texturing, but I find it very difficult to get lighting and textures right. Perhaps more time is required.
How much faster would you expect cycles to be, approximately? That will help me determine whether it’s worth me learning it for this large project, specifically. I intent to learn it in the future.
I pretty much already have all the models, so it’s mostly just down to materials, textures and rendering.
you could uplaod and PM me link if you dont want to give it here in forum!
i can ask some one to make a test with GPU and get the time
ok so your at the other end of the planet
i’m in CDN
friend with big vid card wont be available before tomorrow for me it’s night for him right now
so will continue tomorrow i guess