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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>Mesh Modelling</TD
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><H1
CLASS="section"
><A
NAME="mesh_modeling_smooth"
></A
>Smoothing</H1
><P
>&#13;     	As seen in the previous sections, polygons are central to Blender. 
	Most objects in Blender are represented by polygons 
	and truly curved objects are often approximated by polygon meshes.
</P
><P
>&#13;	When
     rendering images, you may notice that these polygons appear as a series
     of small, flat faces. (<A
HREF="x2618.html#BSG.EDT.F.S68.301"
>Figure 9</A
>). 
     Sometimes this is a desirable
     effect, but usually we want our objects to look nice and smooth.
     This section shows you how to smooth an object, and how to
     apply the AutoSmooth filter to quickly and easily combine smooth
     and faceted polygons in the same object.
 </P
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.S68.301"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/mesh_modeling/gfx/Smooth1.png"></P
></DIV
><P
><B
>Figure 9. Simple un-smoothed test object</B
></P
></DIV
><P
>&#13;      There are two ways to activate Blender's face smoothing features. 
	The easiest way is to set an entire object as smooth or
      faceted by selecting a mesh object, in ObjectMode,
      switching to the Editing Context (<B
CLASS="keycap"
>F9</B
>), and clicking the 
	<TT
CLASS="literal"
>Set Smooth</TT
> button in the <TT
CLASS="literal"
>Link and Materials</TT
> Panel
	(<A
HREF="x2618.html#BSG.EDT.F.S68.302"
>Figure 10</A
>). The button does not stay pressed, but forces 
	Blender to assign the "smoothing" attribute to each face in the mesh. Now, rendering 
	the image with <B
CLASS="keycap"
>F12</B
> should produce the image shown in 
	<A
HREF="x2618.html#BSG.EDT.F.S68.303"
>Figure 11</A
>. Notice that
      the outline of the object is still strongly faceted. Activating the
      smoothing features doesn't actually modify the object's geometry; it changes the 
	way the shading is calculated across the surfaces,
      giving the illusion of a smooth surface.
</P
><P
>&#13;	Click the <TT
CLASS="literal"
>Set Solid</TT
> button in the same Panel
	to revert the shading to that shown in
       <A
HREF="x2618.html#BSG.EDT.F.S68.301"
>Figure 9</A
>. 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.S68.302"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/mesh_modeling/gfx/Smooth4.png"></P
></DIV
><P
><B
>Figure 10. Set Smooth and Set Solid buttons of EditButtons window</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.S68.303"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/mesh_modeling/gfx/Smooth2.png"></P
></DIV
><P
><B
>Figure 11. Same object as above, but completely smoothed by 'Set Smooth'</B
></P
></DIV
><P
>       
      Alternatively, you can choose which faces to smooth by entering EditMode for 
	the object with <B
CLASS="keycap"
>TAB</B
>, then selecting the
      faces and clicking the Set Smooth button (<A
HREF="x2618.html#BSG.EDT.F.S68.304"
>Figure 12</A
>). 
      When the mesh is
      in editmode, only the selected faces will receive the 
      "smoothing" attribute. You can set solid faces (removing 
      the "smoothing" attribute) in the same way: by selecting faces 
      and clicking the Set Solid button. 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.S68.304"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/mesh_modeling/gfx/Smooth5.png"></P
></DIV
><P
><B
>Figure 12. Object in editmode with some faces selected.</B
></P
></DIV
><P
>&#13;       It can be difficult to create certain combinations of smooth
       and solid faces using the above techniques alone. Though there are
       workarounds (such as splitting off sets of faces by selecting them and
       pressing <B
CLASS="keycap"
>YKEY</B
>), there is an easier way to combine smooth and solid
       faces, by using AutoSmooth. 
</P
><P
>&#13;	Press the <TT
CLASS="literal"
>AutoSmooth</TT
> button in the <TT
CLASS="literal"
>Mesh</TT
>
	Panel of the  Edit Buttons 
       (<A
HREF="x2618.html#BSG.EDT.F.S68.305"
>Figure 13</A
>) to tell
       Blender to decide which faces should be smoothed on the basys of the angle between faces 
       (<A
HREF="x2618.html#BSG.EDT.F.S68.306"
>Figure 14</A
>). Angles on the
       model that are sharper than the angle specified in the 
	 <TT
CLASS="literal"
>Degr</TT
>
       NumBut will not be smoothed. Higher values will 
       produce more smoothed faces, while the lowest
       setting will look identical to a mesh that has been set completely solid. 
</P
><P
>&#13;       Only faces that have been set as smooth will be affected by the
       AutoSmooth feature. A mesh, or any faces that have been set as solid
       will not change their shading when AutoSmooth is activated. This
       allows you extra control over which faces will be smoothed and which ones
       won't by overriding the decisions made by the AutoSmooth algorithm. 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.S68.305"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/mesh_modeling/gfx/Smooth6.png"></P
></DIV
><P
><B
>Figure 13. AutoSmooth button group in the EditButtons window.</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.S68.306"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/mesh_modeling/gfx/Smooth7.png"></P
></DIV
><P
><B
>Figure 14. Same test object with AutoSmooth enabled</B
></P
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