The edges of the surface exhibit noticeable jaggedness, but if I go and cut it, the edges automatically become smooth。I don’t know what caused this jagged edge. And, why the display edges are detached from the structural lines; it’s not just a matter of rendering mesh display accuracy, right? I can try a few solutions: 1. Increase the rendering mesh resolution. 2. Rebuild the edge. 3. Undo the trim and trim again. 4. Trim and merge afterward."
"I have my own understanding, and I call this type of edge a pseudo-edge, not a true edge. However, I am unsure of the underlying cause—is it due to the algorithm or tolerance? Many people say that only developers would know. I’m really racking my brain over this
iMy English is poor, and I apologize. I really hope to receive your answers and I’m very grateful. 8.3dm (62.8 KB)
I have encountered many instances where the structural lines extend beyond the edges of the surface. Sometimes, it is difficult to explain solely based on the rendering mesh accuracy."
Because the trimmed edge forces the mesher to add polygons to follow the edge.
YES it’s just the mesh settings, in no respect is is even attempting to fully ‘smooth out’ the edges it’s just following the parameters in the settings.
The other phenomena you show are something else, looking at things from extreme angles that show the fundamental inaccuracy of the OpenGl display, or not-great geometry.
I have set up the mesh settings very precisely, but there are still issues. Could you provide some hints about the potential problems that OpenGL might introduce? I will search for more related information。thank you very much
I don’t see that in your file, but anything is going to look wonky if you zoom in to an insane degree, the viewport display IS LIMITED IN ITS PRECISION, and it’s going to vary based on your overall scene size and location and your video card.
I apologize for not understanding your meaning. What did you not see? I didn’t zoom in to an extreme level; even a slight zoom allows clear visibility of the separation between the surface edges and the structural lines.You can see that it is on the order of 0.09, which is not very small.
Apple macOS 版本12.6.5(版号21G531) (Physical RAM: 8Gb)
Rhino is running in Rosetta2 on Apple Silicon
Mac Model Identifier: MacBookAir10,1
Language: zh-Hans
Apple M1 (OpenGL ver:4.1 Metal - 76.3)
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: Apple
Render version: 4.1
Shading Language: 4.10
Maximum Texture size: 16384 x 16384
Z-Buffer depth: n/a
Maximum Viewport size: 16384 x 16384
Total Video Memory: 5461 MB
Graphics: Apple M1
Displays: Unknown (255dpi 2x)
Graphics processors
Apple M1
Color LCD (1440 x 900 @ 60.00Hz)
Rhino plugins that do not ship with Rhino
/Users/a315479552/Library/Application Support/McNeel/Rhinoceros/packages/7.0/Bullant/23.10.24.0/bullant.rhp “bullant” 23.10.24.0
I consulted a lot of people, and initially, everyone thought it was an issue with the mesh settings. However, personally, I always had a feeling that the mesh settings couldn’t fully explain the problem. As I gradually described the problem to them, everyone ended up getting confused.
Yes, it’s my mistake. I expanded on the problem, and I think delving deeper step by step in describing the issue might be more helpful in explaining it clearly.