5
votes
Accepted
How to subdividing curves
I'm not seeing a curve but a mesh. To have a good result with your Subdivision Surface modifier you need to have a better topology, i.e avoid ngons and create quads instead, here are the edge loops ...
- 125k
3
votes
What is causing such slow response time to changes in my geometry nodes?
It's either hardware issue, or you didn't follow the tutorial exactly and have e.g. more subdivision levels, or just a bug, a compatibility issue etc.
To debug your setup and find out what is making ...
2
votes
Accepted
Match render sub-D levels with viewport levels
I asked ChatGPT to write a script and I got a nice result. This matches the value on the selected objects and it also matches if there are more than 1 modifiers in the stack. It's slow to show the ...
- 118
2
votes
Accepted
Why am I getting these artifacts? (...& how can I get rid of them?)
To avoid artifacts like thoose, topology should be a little more uniform, in terms of vertices distribution, "squareness" of polygons, uniformity of quads areas and reduction of number of ...
- 24.1k
1
vote
Accepted
How to fix bad topology?
You mesh has inverted normals and hidden faces that are not quad:
Hidden faces can be revealed in edit mode with AltH. Delete them.
Once done, recheck the normal and if need correct them (either ...
- 48.1k
1
vote
Clean bevels with bevel modifier on these inside corners?
Ignore my comment :)
You need more support loops, highlighted here in orange
- 1,902
1
vote
Accepted
Why is Subdivision surface doing this? (unwanted bumps/creases)
Alright, so as I've just learned from Vagabonk: This is caused by flipped normals.
To see if the normals are flipped, while in Object mode, locate the "overlays" tab in the top right of the ...
- 166
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