#Edge of sphere looks ugly

43 messages · Page 1 of 1 (latest)

forest prawn
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Dear all,

I'm trying to use a SphereGeometry for my music visualizer, however 1 edge of it (it seems like the origin edge) is visible and really ugly as you can see in the screenshot.
How can I get rid of it?

Thanks a lot in advance!

stoic sentinel
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Looks like your texture isn't a consistent color. Since it looks like you're just trying to make it a solid color, just use the color property to shade it and don't even use a texture.

forest prawn
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Hello @stoic sentinel there is no texture applied on the object

stoic sentinel
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What kind of material are you using?

stoic sentinel
forest prawn
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Phong material

stoic sentinel
# forest prawn Phong material

Not sure if this is going to solve your issue, but I would set some properties for that material instead of just calling the constructor with defaults.
I would also set the color to something specific.
Increase the number of segments on your spheregeometry. This may be part of the problem.

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The second and third arguments for the SphereGeometry constructor define how many segments you're using in theta and phi directions.

forest prawn
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For the sergments I already tried 40x40 widthxheight

stoic sentinel
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You've only set the radius it looks like

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Well, then set the color of the phong material.

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40 x 40 is also not that much just fyi.

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I usually go 64x64 at a minimum.

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You could also try using a different material.

fathom osprey
forest prawn
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going 64x64 and applying the color to the material solved the issue.. I'm wondering why it was happening. Do you think it's just matter of pixels density?
Thanks a lot

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sorry I was lying, one moment

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no ok, it is still there, I didn't see it at first

stoic sentinel
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Do you need to use Phong? You could try Standard, Physical, or Lambert.

stoic sentinel
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Okay, well it seems maybe Dawg solved your issue.

forest prawn
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it seems removing .computeVertexNormals() the ugly edge disappears, but the mesh responses differently to light now

stoic sentinel
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Can you share picture?

forest prawn
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with .computeVertexNormals()

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without .computeVertexNormals()

fathom osprey
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well yes, you have to use dodecahedron but subdivide it

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drag detail to the right

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then you may be able to use computeVertexNormals

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although I think IcosahedronGeometry produces better grid

forest prawn
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formerly, I was trying the Icosahedron with higher detail but it was heavy on performance when reaching enough detail to become smooth as a sphere. Let me try again

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Icosahedron with detail = 20, it's not perfectly smooth as a sphere and it's lagging

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ah detail is the subdivision, so I understand why it's lagging, but I don't understand why it doesn't look smooth

odd jackal
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Can you check if the material has flatshading set to true?

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feels like a case of flat vs smooth shading

forest prawn
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flatshading is not involved and I'm aware it is "false" by default. In fact, if I explicitly set it to false nothing changes

fathom osprey
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btw if you remove uv attribute from the sphere seam vertices can be merged and then it will be gone for good

forest prawn
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btw thanks for the answers so far guys

fathom osprey