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Post by kirikasims on May 16, 2022 8:17:43 GMT -5
I'm making a bed canopy for a custom round bed i made and i can't get the jaggered glass fix to work. It was originally a 40k polys mesh made in Blender 3.1. I made the texture over that high quality mesh but for Sims 4 Studio i decreased the polycount to 6k (it was as low as i could go not to lose too much quality/good topology/shape), converted it to 2.76 and used the high quality texture with a bumpmap to compensate the difference, it ended up looking pretty good BUT of course the annoying jaggered glass bug showed up. I made transparent objects before and followed peacemaker's tutorial to fix them and came across no issues, of course said objects didn't have a mesh as complex as this one. What I tried so far: - Split the mesh in multiple ways. Separating the fabric into outside-inside-borders for every part of the canopy and also separating those borders in many ways. The result shown in the .package file is as good as i could get it to look after many many MANY tries. - Used autosmooth function, nothing changed. - Cloned different objects. I ended up cloning a plant, but honestly, the cloned object doesn't seem to be of much relevance to this problem. - Used a very low poly version of the mesh (around 2k polys with the decimate modifier). - Used the 40k polys version, smaller triangles showed up but that's it. As you can see in this in-game picture, some parts of the mesh, the ones that are well-splitted, don't have the jaggered issue. Plus, the top part of the canopy doesn't have triangles but dissapears when intersecting other parts of the mesh. Here's the .package file and also the original Blender 3.1 40k polys mesh. Thank you very very much in advance!
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Post by mauvemorn on May 16, 2022 9:53:44 GMT -5
Hi. If this is the tutorial you are referring to, it seems that Peacemaker misinterpreted the cause of the issue but figured the semi-correct solution (or found the solution without any explanation). 1). The shading inside Blender does not translate to ts4, enabling or disabling autosmooth will do nothing. The game will shade every edge as smooth by default no matter the angle. For the edge to be shaded as sharp, you must split it. This, however, is not related to the issue at hand; 2). The issue happens when the rendering engine cannot understand in what order to render the geometries with transparency. Basically, the rendering engine of ts4 is not familiar with the concept of depth. It cannot tell how far every part of the mesh is from the camera, cannot tell whether the inside of the curtains should be rendered first or the outside. For example, you understand that the outer side of the hair must be rendered first, not the inner side, but the game does not, not programmed to, so it struggles. This issue is difficult to fix because you have to do it blindly in Blender ( blender renders everything correctly). I usually advice people to not bother because you can spend days on it and it will still not work. Objects with transparency must be made with this issue in mind, you must understand when it happens to avoid it or to model the mesh in a way in which it will be easy to fix You can, however, try to understand this issue the following way: - start by triangulating everything if you haven't yet; - try to do it this way: separate the canopy top, the outer layer of the canopy, then the inner part. Then, with everything selected in the same order, join with Ctrl J; - this might fix some issues but not all. In the image below the orange and the yellow squares overlap. In the place where they overlap we cannot tell which one is meant to be rendered on top. In the canopy the front of the canopy comes first, however, through it you can see the back of the canopy. You understand that the front comes first, but the game does not. To tell the game that the front comes first, you can try separating it. It may fix it from one angle but still be visible from other angles. If you have island living, clone bedDouble_EP07RESORTcanopy and study it to get a better idea of how to model something like this and how to layer it
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Post by kirikasims on May 16, 2022 15:42:08 GMT -5
That was a great explanation, thank you! I took a look at the object you mentioned and something very interesting came up! Apparently the safe way to go is to have separate cuts for the inside and the outside, and by doing that, it wouldn't even be necessary to give thickness to the fabric, you can just copy it in place and flip normals. Also, an edge split modifier was used on both parts. I was using another maxis bed canopy as reference but this one seems to have provided the solution. Since I want it to be basegame i'll clone a basegame object with the necessary cuts and make the necessary changes to make it work. I'll come back later with the result. Thanks again!
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Post by mauvemorn on May 17, 2022 14:49:04 GMT -5
Separating the outer geometry from the inner alone will not fix it. You are seeing one part of the outer geometry through another part of it, not inner through outer. The issue will persist if you will completely delete the inner geometry. Speaking of, forgot to say that you can do that. Instead just make the geometry double-sided in the warehouse. It makes sense to use Edge split modifier only with angular objects like tables or shelves where all edges that need to be shaded as sharp are below a specific angle. If you will apply it to fabric, it will split it in places you don't want. That said, that was not what they did. They split the mesh into parts in a specific order, not just chopped it up randomly. Here is a simple example: an S-shaped object, without the other side(not double-sided either). Lets call the orange area the beginning and the yellow area the end. If you will look through the beginning, you will be able to see the end ( and the transparency issue) To fix this , you need to dictate the order of rendering: from the beginning to the end. To do this: - in edit mode separate the mesh into areas by selecting edges and marking them as sharp ( Mesh - Edges - Sharp). This way it will be easier to select the mesh; - select a face on the orange area, press Ctrl L, choose Sharp. Press P, choose Selection to separate it; - without leaving Edit mode, select the next (blue area), separate it. Do the white area and the yellow until you are left with an empty meshgroup; (just so we are clear, do not rename the meshgroups) - switch from Edit mode to Object mode, press Ctrl J to join everything back into one in the right order; - if you were to get the mesh in the game, the transparency issue would be fixed, but you will see another issue: the edges where the mesh was split are shaded as sharp; - to fix it, switch to edit mode, select everything with A in 3d view, Remove doubles with Merge distance set to 0,0001; - now, when you will import it in s4s, s4s will split the mesh along uv island borders but will not shade the edges as sharp
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