A shadow appears on the cube created with blender.
flare_dbd185b4ba
Posts: 64
Hi,
In order to make a floor, I created a cubic panel with the corners rounded off in Brender, but when I imported it into DAZ, a mysterious shadow appeared.
I tried the following, but I don't know how to solve the problem.
- Triangulated the faces.
- Aligned the normals.
- Deleted the texture.
- I created the panel in DAZ, but no shadow appears.
- Correctly reviewed the coordinates of each vertex.
error.png
3160 x 1352 - 2M
Comments
Did you configure UVs before exporting?
That looks like an attempt to use smooth shading separately for each square, that's typical of low poly objects without custom normals. You can try to export/import custom normals, but I don't know if daz studio can handle it the same way as blender. Or you fix the geometry adding beveled edges at the borders, as well formed high poly objects do, this is the best solution.
Is this a series of cubes, or is it a single item? If it is a single item it is possibly unneeded internal faces cofnusing the smoothing algorithm.
Regardless of why the smoothing issue is happening you can turn it down or off in the Surfacases pane in Daz Studio (smoothing off, or adjust the angle).
Yes, the UVs are already set.
I tried setting a bevel on the edge.
As a result, setting a deeper bevel improved the symptoms as you say.
Thank you.
A single object was created with the array modifier.
The same problem occurs with a single object.
I've tried adjusting the daz settings in various ways, but so far there has been no improvement.
Thank you.
If it was created with an area modifier, have you activated merge between the elements? Else each item will be an individual mesh.
tick off the smooth option in the surface setting of the material name from the surfaces pane
you can also try defining the edge as sharp in blender and applying the edge split modifier, this works in some but not all cases but changing the surface materials in daz can override and you need to turn smooth off again in the surface parameters tab when you go back to daz studio.
https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/edge_split.html
Yes, the merge has been performed and now it's a single object.
Thanks.
Your suggestion solved the problem.
Thank you very much.
This was very helpful. Thank you.
Personally I don't advise to do tricks with smoothing, that's good for low poly models for old games but not for high poly models for PBR rendering. In realistic models you need extra bevels to catch the light on edges, as a real object would do, that's the solution I recommend in general.
p.s. Then both iray and cycles provide a "edge shader" to simulate light on edges, but it's slow and not precise, in general extra bevels do better.
This is a very easy-to-understand explanation.
Thank you.