ok, thanks for the information! I think I'll try a more professional modelling tool.
I was thinking that maybe there was a way to interpolate normals and find each normal per pixel.. so I supposed that lighting would be smoother.
----- Original Message ----- From: "Gregory J. Ward" <email@example.com>
To: "Radiance general discussion" <firstname.lastname@example.org>
Sent: Friday, March 25, 2005 11:19 PM
Subject: Re: [Radiance-general] lighting per pixel or per face? - obj2mesh(new)
If your geometry actually contains these creases, which it does, how can you expect Radiance NOT to render them? The .OBJ file you sent me has numerous problems. The creases are caused by incorrect surface normals at the patch boundaries. If you take these out by running obj2rad -f, then you see the polygonal faces and get a lot of warnings about non-planar polygons. I didn't check to determine if your polygons really are non-planar or if it's simply an issue with too few significant digits in your vertex coordinates.
I would recommend a different modeling system.
From: "Despina Michael" <email@example.com>
Date: March 25, 2005 12:46:41 PM PST
hello all again,
well I finally managed to run obj2mesh (after installing last version of Radiance)
the result is somehow different but still not enough good.
http://www2.cs.ucy.ac.cy/~cs99dm1/res1mesh.jpg (new result)
http://www2.cs.ucy.ac.cy/~cs99dm1/resultRadiance.jpg (old result)
Is there anyway to make the lighting even smoother?
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