Forum > modo > Product Support > Fixing nonplaner polygons

Topic - Fixing nonplaner polygons

 
Palamedes
rating: signal 0  

Austin, Tx
230 posts
For whatever reason (lack of experience?) my modeling method invariably results in some non-planer polys:



Is there an easy way in Modo to grab several vertices that should be all on the same plane and "fixing" them?

I typically go back and do this by hand and it can be tedious.. It would be nice if I could say, "this collection of vertices should be planer", and have it average them or maybe align them to a polygon that is selected..etc..

Now.. there may well be something like that already, but I dont know what it is.. Anyone have a suggestion?

Jason

12/26/2006 - 9:28 PM
[ Quote ]

Sunnyvale, CA
2205 posts
non-planars are bound to happen - I would think Seneca's flatten script might do it (can't remember off hand..)

-Greg
12/26/2006 - 9:59 PM
[ Quote ]
Keith Brogan
rating: signal 0  

Livingston, Scotland
577 posts
Is the problem manifested by the triangular shading errors circled below?
I think this link may be the actual cause of these artifacts, rather than the non-planar polys.

12/27/2006 - 7:49 AM
[ Quote ]
Vihr
rating: signal 0  


4 posts
Nice..

Message edited by Vihr on 12/27/2006 - 9:30 AM

12/27/2006 - 9:27 AM
[ Quote ]
Palamedes
rating: signal 0  

Austin, Tx
230 posts
Greg: Cool I'll look for it.. Thanks.

Keith: I'll give that a try when I get home.. All edges you see are rounded to some degree (I love edge bevel..)

From a test I ran here on a completely different object it seems the best way to add the extra polygon lip around the big one is to just create an inset?

The issue there is, if the polygon is baddly nonplaner, which some of those are -- wont the inset still be ugly? heh

Jason

12/27/2006 - 9:31 AM
[ Quote ]
Palamedes
rating: signal 0  

Austin, Tx
230 posts
Okay I have made a demo object that better shows what I'm dealing with..

And I made it such that it exaggerates the problem..

Image:



File:
http://info.rsow.com/files/nonplanerpoly.zip

I booleaned a hole in the back of the cube and then jittered the points just to get the point across.. I made it pretty severe so I can see how you fix it.. heh

Other than going back and hand aligning it (or using the plugin that greg mentioned?) I don't know how to fix this easily..

Jason

12/27/2006 - 11:10 AM
[ Quote ]
Steve McRae
rating: signal 0  

Calgary, Canada
1088 posts
Whenever you boolean, triple the area that is receiving the boolean and the object that is creating it. You will not get any more non-planars if you do that.
12/27/2006 - 12:04 PM
[ Quote ]
Palamedes
rating: signal 0  

Austin, Tx
230 posts
Steve, the majority of the non-planers were created through other modeling methods.. Edge bevel seems to be guilty quite often especially at funky corners..

However, I will for sure triple from now on before I boolean..

In this case though, the damage is done.. Now is there a simple way to fix it?

I almost want an "Anti-Jitter" heh. something that will allow me to average out a group of vertices..

Jason

12/27/2006 - 2:31 PM
[ Quote ]

Sunnyvale, CA
2205 posts
well - I'd actually triple after doing a booleon (and after merging the points as well). Make sure to run Seneca's mesh cleanup too during the course of modelling.

you can quickly select all non-planars in the info|polygons panel. From there you can choose to triple them (generally the ones with many sides or ones that it would be too difficult to fix manually) - or attempt to fix them manually. If you're sub-D'ing the object don't worry about non-planar quads...things like that.

-Greg
12/27/2006 - 2:59 PM
[ Quote ]
 
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