![]() The three spheres are (left to right): (1) the original sphere primitive (an 'exact' geometry, (2) the smoothly rendered mesh from "ExtractRenderMesh" (a tessellated geometry), and (3) the flat-rendered facets after the mesh was UNWELDed. However, smoothing depends on groups of polygons being rendered together, and we can "ExtractRenderMesh" on a NURBS object (like a surface of revolution) and then "Unweld" the resulting group of polygons (the render mesh) to make a bunch of individual polygons, each of which renders "flat". We can control the render mesh complexity in Rhino, but not the smoothing. In some programs you can control how sensitive the smoothing is relative to angle. However, to render, it turns all that perfect geometry into faceted "render meshes", and then it smooths the result. Update Scene (or selection) will synchronize your models between Rhino and Maverick, making sure that any changes you did in Maverick will be preserved. They're exact representations, not faceted into polygons. Rhino uses a mathematical representation for shapes, called NURBS. Here's how to understand what's going on. Rhino permits you to render the scene "flat" or smoothed, but you may wish to have some of both. Some programs permit you to control smoothing (aka Flat vs Phong shading) as a rendering attribute (so, applied to all objects in the scene), while others (SketchUp, form-Z) make it an attribute of the geometry within the application, usually in terms of the angle between adjacent planes. ![]() TAPESTRY: The Art of Representation and Abstraction Rhino + V-Ray: Smoothing ![]()
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