Add smooth shading for meshes when import figure and cloth
At current user need to add smooth shading manually from 3d View top menu Object > shading smooth.
Though there is case, we do not need to apply shading smooth, or choose shading flat, but as default daz studio shade smooth. (I remember so,,)
Then it seems reasonable, add shade smooth for daz scene when we import.
or hope to set it as import option.
Or it show poligon edges for figures skin, and it may show more clear when you render with high sample.
Comments (7)
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repo owner -
reporter I suppose, who complain about smooth shading,
it only matter when they use viewport shading.
if he keep to use flat smooth, even though default cube, it show strange “shade” with light
see this pic,
with shade smooth ,
with shade flat
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reporter I prefer, if you can add option, (when import), change shading
(though it may import all mesh as one user choice)
but I may divide sciene for character(and clothing)
and room or prop etc (may use flat shade for some case?)
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reporter Hmm I think, if you hope to see clispy edge without change Shading
just use “auto smooth” actually it is recommended for 2.79 2.8.
and it only work, (as auto sharp), when you set smooth shade.
(so you can still see smooth shade for character)
if you set flat shade, auto smooth not work any more.
just show as flat about all geometry. (then not work for character smooth mesh)
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Hi @Engetudouiti it's nice to see you back ! I also missed an expert on rigging around here I mean apart Thomas of course. If you get any time please let me know what you think about
#76since I'm not sure about it.@Thomas, as for smooth vs flat shading it's really a geometry feature in blender. That is, flat objects will not be able to follow any smooth feature. So using flat shading is not really recommended and it doesn't make sense for general production. Those who complain about flat shading are not understanding what it is.
As for translating daz smoothing to blender, the relevant options are at the material level in daz and at the geometry level in blender so there's a bit of a conflict here, with daz being may be more flexible. But luckily normals smoothing is anyway not used in daz assets since it is really more a low-poly feature needed for game assets.
So as a general rule I agree with Engetudouiti and I'd always go for smooth shading to import daz assets, with auto smooth set to 89.9 that's the daz default. This way a cube or any low-poly geometry will remain sharp in hard edges while any hi-poly mesh will likely behave the same as in daz studio with a smoothing threshold close to 90 degrees.
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repo owner Thank you Alessandro for the clear explanation. Implemented in latest commit.
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reporter - changed status to resolved
Thanks you up-date quick. solved.
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It used to be that way before, but somebody complained that flat surfaces are shaded smooth. Currently the plug-in uses flat shading if Resolution Level = Base and smooth shading if Resolution Level = High Resolution. This means that a primitive cube is flat and the skin of modern characters is smooth. However, there seems to be cases where we want smooth shading even with base resolution, so there should be a better way to determine whether to use smooth shading. But how?