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Activity Forums Maxon Cinema 4D Redshift Object tag: gain tessellation without destroying defining edges?

  • Redshift Object tag: gain tessellation without destroying defining edges?

    Posted by Jeff Hanson on March 22, 2023 at 7:02 pm

    I must be stupid – can’t find this anywhere and maybe it’s not even the right issue, but:

    Is there a way to use the RS object tag to enable tessellation but retain certain defining edges? For example, we apply RG tag to a cube, enable tessellation at default settings, and the object becomes like a sphere (at render). Is there some way to gain tessellation without loosing the cube shape defined by retaining those original outer edges? No settings I use seem to make a difference. My intention is using for items other than a cube, but that easily illustrates the issue.

    Any insight (or correction) would be appreciated!

    Jack Brown replied 4 months, 1 week ago 4 Members · 6 Replies
  • 6 Replies
  • Boston Cainfra

    March 23, 2023 at 9:26 pm

    Hello Jeff,

    You’re guessed right and you’re in your right mind

    Tessellation, which can add more detail to 3D models when rendered, can be enabled on 3D models using the RS object tag in Cinema 4D. However, by default, tessellation can smooth out the sharp edges and corners of a model, which can result in the loss of certain defining edges.

    You can try the following steps to keep some defining edges while using tessellation:

    Choose the item to which you want to apply tessellation.

    To the object, add the RS object tag.

    Set the “Max Edge Length” setting to a lower value in the RS object tag’s “Tessellation” tab. As a result, only those portions of the model where the edges are longer than the desired length will experience tessellation.

    maintaining the model’s original edges in the process.

    Additionally, you can change the “Subdivision Level” setting to change how much tessellation is applied to the model.

    Additionally, you can specify particular edges that should be kept as sharp edges even after tessellation by using the “Crease” attribute. The “Crease Weight” value in the RS object tag needs to be changed after you’ve chosen the edges you want to define as creases.

    It’s important to keep in mind that these settings might behave differently depending on the particular model you’re working with, so you might need to experiment a bit to get the desired outcome.

    LET ME HEAR YOUR RESPONSE

    THANKS

  • Jeff Hanson

    March 23, 2023 at 9:54 pm

    Thanks so much for the info. I’ve experimented unsuccessfully with some of the settings you mention but now emboldened to try more with a better sense of direction — esp. need to look into “crease.”

    Thanks again for the help!

  • Boston Cainfra

    March 24, 2023 at 3:06 am

    You’re welcome

  • Jack Brown

    May 1, 2024 at 7:16 pm

    Hi Boston Cainfra, I’m also stuck on the same issue as highlighted at the start of the thread. I can’t see any of the ‘crease’ options you mentioned in your reply, and was just wondering where they are (and if they still exist in the latest Redshift build). Any help would be greatly appreciated!

  • Kouraib Abdmalek

    May 2, 2024 at 12:58 pm

    Hi Jack,

    I don’t think that Boston is talking about the presence of a creases option in Redshift, but rather he means the property found in the Subdivision Surface, is called weighting or creasing, you can select points, edges, and polygons and ‘crease’ or weight them so they don’t get rounded. Simply select the components of your base mesh, and hold down the period key as you drag left and right. All the weighted information gets saved in a new SDS Weight tag like in the GIF blow.

  • Jack Brown

    May 2, 2024 at 4:06 pm

    Ah yes, I see what you mean now – That’s super helpful.

    Unfortunately, using a Subdiv Surface isn’t possible in this case as it means my material (specifically a noise pattern) isn’t rendering correctly (same with Cloth Surface), hence trying to go through the RS tag.

    Thank you for your reply though!

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