We add new 3D SCANS every week

Shop Now
Search
Cart
Sign in
  • offerCustomer zone
  • offerYour special offers
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Blender: Mesh Shading - Tip of the Week

Michal Franczak 2019-09-17 14:22 tutorial  > Blender  > modeling

Learn how to control shading of your meshes in Blender.

Shading refers to the way objects are drawn and lit in the 3d software - both in the viewport and rendering. Most objects are represented by polygons, when object has flat shading, they appear as a series of small, flat faces. Sometimes we need a different result - smooth transition between object's faces. This is when we need a smooth shading.

nr_01945_Untitled

You can choose shading for an entire mesh in right click menu

What is "flat" and "smooth" shading?

What lies underneath "flat" and "smooth" shading? The answer is: normals. Normals are perpendicular lines that go outwards and are pointing at the direction which poligons, edges and vertices are facing. When we get "flat" shading, edges normals are not averaged, so each poligon can be seen as a separate quad / triangle or ngon. When we choose "smooth" shading, we get smooth averaged results between normals directions.

 

nr_01948_Untitled

Flat shading (on the left) and smooth shading on the right. 

So, we can choose direction of normals across entire mesh. But what, if we need to mix some smooth and flat shading? Things get a bit complicated when we need some parts of our object to be crisp and sharp, and the other - smooth as a butter. Choosing shading on object level won't help, we need to get into control of shading on lower level - we need to decide which edges will stay smooth, and which will be sharp. We also need this kind of control, because sometimes normals are getting flipped during modeling, so we need to correct them.

 

nr_01950_Untitled

We can go into edit mode, select some polygons, right click and make them "smooth" or "flat".

 

(Semi)automated control of shading

How do we control shading of complex meshes, when we need to have flat and smooth shading combined? One of popular ways is to enable "auto smooth" option in Blender objects preferences, set it to 180 angle and then, manually select edges that need to be sharp and mark them sharp.

 

nr_01951_Untitled

Auto-smooth option

 

nr_01952_Untitled

Select edge and right click, choose "mark sharp"

 

nr_01953_Untitled

Sharp edge has its special overlay color in viewport

 

nr_01954_Untitled

The result - we can see one sharp edge of our object

 

It is a good solution, although it can be a little tedious, if we need to deal with complex meshes. Luckily, there are some Blender addons that help us to achieve good shading in almost automatic way. One of them is Hard Ops (paid add-on). It is not perfect for organic shapes, it greatly helps to speed up workflow in hard surface modeling though.

 

nr_01957_Untitled

You can select your object, open HardOps menu and run "SSharps" command. It does a couple things in the background: 

  • it set shading to smooth from flat
  • it enables autosmooth / sets angle to 60
  • it marks edges as crease / sharp / seam / bevel weight based off of sharp parameter.

 

nr_01958_Untitled

In the result we get mesh that is properly shaded in the most of cases. If we need some fixing, we can tweak smoothing angle or manually set some edges to sharp / smooth.

Fixing normals

Sometimes normals get screwed up during mopdeling, we need to change their direction. We also need to know how to enable display of normals in viewport. there are a couple of options that are available.

 

nr_01960_Untitled

Backface culling - if you enable this option, you will not see poligons that are facing backwards in viewport, it will help you to notice errors in normals.

 

nr_01961_Untitled

Visualize normals - if you want, you can enable display of normals in the viewport. You can choose between vertex, edge and face normals or select all of them at once.

 

nr_01962_Untitled

Face orientation - this option is available since Blender 2.8 and it is the best and the fastest method to analyze your mesh when it comes to flipped normals. Normals that are facing outwards are painted blue, those that are facing backwards are painting red. It does not get any simpler than that.

Why do we need to fix our normals? Blender Cycles render engine is very forgivalble, when it comes to normals and it will render mesh correctly even, if its faces are facing backwards. But even Cycles will render flat and smooth edges differently, so we need how to control shading. The other case which requires perfect shading is when we want to use Boolean operations on our meshes or export objects to game engines.

Fixing normals is quite simple - you can go into edit mode of a mesh, select poligons that are facing the wrong direction and run "flip normals" command. But there is also a faster method - go into edit mode, select all poligons and run "recalculate normals" command. It will make all normals consistent. And if you will want them all to be flipped you can do it, using option panel for this command.

Author: Michal Franczak Editor: Michał Franczak
Tags: blender shading blender meshes meshes
You may also like...
TipOfTheWeek: create Christmas scene in Blender

TipOfTheWeek: create Christmas scene in Blender

Find out how to create glass ball using vary modeling techniques. Discover power of Cycles and Blender's internal post production system!
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.