I’m trying to model something with quads. I lined up all the vertices with each other along the z axis, but some of the quads are still rendering shaded as tris. Here’s an example:
Does anyone know what would cause it to do this?
I’m trying to model something with quads. I lined up all the vertices with each other along the z axis, but some of the quads are still rendering shaded as tris. Here’s an example:
When an image renders, all faces are converted to tris. (correct me if I am wrong) So there is no way to stop it from rendering tris (you still might want to check you mesh again though). You can use smooth shading so you don’t see the individual faces.
I don’t understand why it would shade as tris, though… ( I got each “level” of vertices and scaled them to 0 along the Z axis)
I also don’t like smooth shading for non-organic models unless it’s absolutely necessary. It makes the meshes look “puffy”.
It isn’t a shading thing. Each face is rendered as a triangle (or two).
I don’t get what you are doing with the scaling along the z axis…
The ‘puffy’ shading problem will go away if you use more/better geometry. like loop cuts or a edge split modifier.
I scaled the vertices along the z axis so the vertices in each “level” would have the same z value. I thought that would eliminate the shading issues because the faces would be flat. Oh well. Thank you for the advice about the shading, though. That would fix it, even if my original question wasn’t answered.
The renderer can only render triangles.
Planar quads you would see as a quad in the render (same shading for both triangles). If you see two traingles the quad is not planar, even if you think it is. Blender knows what is truely planar better that you
If you want to see everything as quads set the shading to smooth, select all faces and mark as sharp (Ctrl+E), then add a edge-split modifier and enable the ‘sharp edge’ option
Or set the shading to smooth, add an edge split modifier and set the ‘edge angle’ to zero degrees
That’s a wonderful little tip!
Here’s a quick application of this method, with some quick creative de-selection of of Sharp Edges in the background. Cool look for retro-polygonal NPR, even if it sets off my personal “freaky topology!” alarm
That’s an awesome tip! I’ll keep that in mind, thank you!