![]() Set smooth angle to 41.5°, and you'll see hard edges. Get the difference between the plane angles by subtracting that value from 180° ( 41.882° ). What you have now is a pair of boundaries that represent the actual angle between the polygon planes ( 138.118° ), not the angle between the polygon's edges ( 135° ). ![]() Delete the horizontal boundaries in the middle of each of those two planes. Apply Tools > Polygon > Linear Subdivide. Select one polygon on each side of the equator. Set up the sphere with 8 longitudinal sections and 4 parallel sections, convert it to polygons and flatten the top and bottom. The following are MY OWN SUSPICIONS, and I highly recommend a grain of salt with each and every one of them.Ī) The angles used in these calculations have nothing to do with the polygon boundaries (I should have said points) - they seem to refer to the angles between the planes of the polygons at the point where boundaries occur.ī) The smooth angle seems to translate as "Smooth edges where the angle difference between these two planes is less than this value." OK, I'm not a 3D developer and not even terribly well versed in 3D software, but I think you're both confusing which angles are involved in smoothing. I then used a view program I wrote in JavaFx to display the vertex normals exported for each file, as shown below: To investigate this further, I exported versions of the. The shape from >= 61 degrees and = 70 degrees was completely smoothed. The shape displayed when angle is set to a value greater than 41 degrees and less than 61 degrees seemed to be some type of hybrid that is both smooth and creased. Instead, I saw one transition stepping from 41 to 42 degrees, then another from 60 to 61 degrees and get another from 69 to 70 degrees. I expected to see a transition where the side faces went from flat shaded to smooth and then, as the angle advanced higher to eventually see the entire shape display as smooth. Using this object, and starting with an angle setting of 30 degrees I watched the display as I stepping the value up one by one. With a little math I determined that the angle between the vertex normals shared between one side face and another should be about 41.86 degrees and that the angle between a top face and a side face should be about 69 degrees. ![]() This gives me a shape where all the sides have a common angle between the faces, but the top and bottom faces share a sharper angle with the sides. ![]()
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