How can I smooth the top side of this ring?Cutting a mesh in halfSmooth Shading on specifically-oriented edgesHow to bend one side of a planar mesh fade the bending effect towards the other sidehow can i best bend/curve a mesh or fix this glitchy looking bend?How to trim the jagged edges off of this solidHow can I apply a modifier to selection only?How to make smooth edge of box with materials?Why are there gaps in my object?Branching and swirling mesh on a ringMy imported .obj acts like it has a subsurf modifier applied
What is the meaning of “Can I have a slice?” In NYC?
Is it stylistically sound to use onomatopoeic words?
Why is the ladder of the LM always in the dark side of the LM?
Is it okay to use open source code to do an interview task?
How to find the positions of replaced elements in a list
Why different specifications for telescopes and binoculars?
How do you say "translation" in Koine Greek?
Horizontal, Slanted, Stacked Lines in TikZ
Why did Old English lose both thorn and eth?
Can a landlord force all residents to use the landlord's in-house debit card accounts?
What could cause the sea level to massively decrease?
Intern not wearing safety equipment; how could I have handled this differently?
Is it better in terms of durability to remove card+battery or to connect to charger/computer via USB-C?
When I press the space bar it deletes the letters in front of it
When did "&" stop being taught alongside the alphabet?
VHDL: is there a way to create an entity into which constants can be passed?
Publishing papers seem natural to many, while I find it really hard to think novel stuff to pursue till publication. How to cope up with this?
Finding overlapping polygons in two shapefiles and deleting them in R?
I make billions (#6)
What does Middle English "bihiȝten" mean?
Would a carnivorous diet be able to support a giant worm?
What in New Testament invalidates God’s commandments from the Old Testament?
How to build up towards a "Moment of Reckoning" when my story is told in the first person?
What's it called when the bad guy gets eaten?
How can I smooth the top side of this ring?
Cutting a mesh in halfSmooth Shading on specifically-oriented edgesHow to bend one side of a planar mesh fade the bending effect towards the other sidehow can i best bend/curve a mesh or fix this glitchy looking bend?How to trim the jagged edges off of this solidHow can I apply a modifier to selection only?How to make smooth edge of box with materials?Why are there gaps in my object?Branching and swirling mesh on a ringMy imported .obj acts like it has a subsurf modifier applied
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
I want to smooth the top side of this ring:
This is how it looks like after rendering:
The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.
I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R
to make cuts but it doesn't work.
The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier
My question is how can I smooth just the top side of the ring without the edges?
modeling
$endgroup$
add a comment |
$begingroup$
I want to smooth the top side of this ring:
This is how it looks like after rendering:
The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.
I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R
to make cuts but it doesn't work.
The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier
My question is how can I smooth just the top side of the ring without the edges?
modeling
$endgroup$
$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03
$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26
1
$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22
add a comment |
$begingroup$
I want to smooth the top side of this ring:
This is how it looks like after rendering:
The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.
I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R
to make cuts but it doesn't work.
The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier
My question is how can I smooth just the top side of the ring without the edges?
modeling
$endgroup$
I want to smooth the top side of this ring:
This is how it looks like after rendering:
The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.
I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R
to make cuts but it doesn't work.
The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier
My question is how can I smooth just the top side of the ring without the edges?
modeling
modeling
edited Jun 30 at 12:57
Macit
asked Jun 30 at 12:35
MacitMacit
1205 bronze badges
1205 bronze badges
$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03
$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26
1
$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22
add a comment |
$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03
$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26
1
$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22
$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03
$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03
$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26
$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26
1
1
$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22
$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
I guess you have these 2 solutions:
- Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.
- Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.
$endgroup$
$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24
1
$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32
1
$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33
$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46
add a comment |
Your Answer
StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "502"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);
else
createEditor();
);
function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);
);
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f144156%2fhow-can-i-smooth-the-top-side-of-this-ring%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
I guess you have these 2 solutions:
- Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.
- Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.
$endgroup$
$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24
1
$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32
1
$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33
$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46
add a comment |
$begingroup$
I guess you have these 2 solutions:
- Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.
- Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.
$endgroup$
$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24
1
$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32
1
$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33
$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46
add a comment |
$begingroup$
I guess you have these 2 solutions:
- Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.
- Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.
$endgroup$
I guess you have these 2 solutions:
- Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.
- Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.
edited Jun 30 at 14:21
answered Jun 30 at 14:16
moonbootsmoonboots
18.1k2 gold badges14 silver badges32 bronze badges
18.1k2 gold badges14 silver badges32 bronze badges
$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24
1
$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32
1
$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33
$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46
add a comment |
$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24
1
$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32
1
$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33
$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46
$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24
$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24
1
1
$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32
$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32
1
1
$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33
$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33
$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46
$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46
add a comment |
Thanks for contributing an answer to Blender Stack Exchange!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
Use MathJax to format equations. MathJax reference.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f144156%2fhow-can-i-smooth-the-top-side-of-this-ring%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03
$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26
1
$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22