Hello, I was having fun making some renderings of a wheel. Some object does not display well. The surface is well done, but the rendering of surface mesh normals looks wrong. I use Render Mesh to paint my objects. But the incorrect direction of mesh normals is ruining photorealism. And clients could think that the surface is not well done.
Well, it’s not that I proposed to run that after Join, but that command can help the mesher greatly to avoid shading issues like that.
The cause of the issue is single surfaces that are merged at tangents, especially those that have tiny fillets will show this issue. What I hope for though is that surfaces like these can be handled better by the mesher so that you don’t need to bother with it. It comes up often.
If you don’t want surfaces to be created as single surfaces in the first place, consider to change the option _CreaseSplitting
The command, if used with the SplitAttangents option, splits single surfaces (e.g. rounded rectangles lofted together)
that are kinked or not interrnally curvature continuous into multiple faces joined into a polysurface at the tangent locations. Surfaces generally prefer to be curvature continuous - meshing and other operations work better if they are. Without the option it only looks for kinks - G0 - locations and splits there.