Shadow after bevel
1402 2 0- PrintScreen
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Hello.
I have a simple scene with two grids (one ot them is extruded). There is only one light source in the scene. Without Bevel SOP I get usualy shadow but with Bevel SOP I can't understand why I get shadow like this?
If i increase Divisions in Bevel SOP shadow will look more correctly. Try Houdini 18.0.416 and 18.0.391 Windows.
I have a simple scene with two grids (one ot them is extruded). There is only one light source in the scene. Without Bevel SOP I get usualy shadow but with Bevel SOP I can't understand why I get shadow like this?
If i increase Divisions in Bevel SOP shadow will look more correctly. Try Houdini 18.0.416 and 18.0.391 Windows.
- jsmack
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The normals are wrong. The bevel causes none of the edges to fall under the cusp threshold, leading to smooth normals, and your box shades like sphere. This affects shadows because of smooth terminators is on by default.
Smooth terminator can be turned off, but the normals should still be fixed to shade correctly. Append a normal sop to the bevel, and set the weighting to be by ‘face area’. This will better approximate the flatness when shading.
Another option is to model a proper subd model and enable render as subdivision, which will compute the normal automatically with the topology itself informing the shading.
Smooth terminator can be turned off, but the normals should still be fixed to shade correctly. Append a normal sop to the bevel, and set the weighting to be by ‘face area’. This will better approximate the flatness when shading.
Another option is to model a proper subd model and enable render as subdivision, which will compute the normal automatically with the topology itself informing the shading.
- PrintScreen
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