Using the Blender render I don’t get the wierdness. See bottom for YafaRay and Blender renders, and for a Blender screenshot showing the faces and normals.
My blender settings:
Map Input: ORCO, Cube
Map To: Col
YafaRay material is shinydiffusemat.
Is there a Better Way? Have I don’t something horribly wrong? Any ideas?
cheers,
Rob
As you can see from the blender screenshot below, the the normals all point outwards, and the faces are all parallel:
if I set any face of the object smooth, then I get this effect. It does not matter if the face is in a mesh connected to the speaker-box mesh – it can be in the grill or the tweeter mesh. What’s going on?
The topology is bad. You might get away with subdividing those long edges once or twice, though a better approach would be to get rid of the triangles entirely.
Thanks (again) organic Can you describe in this case how you would “get rid of the triangles”? Is there somewhere some documentation about good and bad topology?
thanks again for your help. I played around a lot with using a subsurf mod and creasing the sharp edges and/or using the edgesplit mod on the edges adjoining the faces I wanted to smooth.
In this case the edgesplit mod turned out to be a quick-n-dirty fix. I was able to apply it to my nasty topology, and now the speaker sides appear flat (render attached). I really appreciate your taking the time to help.