2011

Table Of Contents
This situation is often encountered when trying to fix a model that has a hole
in its surface. For example, when corner points are selected for the new face,
the points are crossed instead of being placed around the hole in a
counter-clockwise direction. Avoid this problem by choosing corner points
in the proper order.
Quick Reference
Commands
RENDER
Creates a photorealistic or realistically shaded image of a 3D solid or surface
model.
Balance Mesh Density for Smooth Geometry
When you render a model, the density of the mesh affects the smoothness of
surfaces.
Mesh components are comprised of vertices, faces, polygons, and edges.
A vertex is a point that forms the corner of a face or polygon.
A face is a triangular portion of a surface object.
A polygon is a quadrilateral portion of a surface object.
An edge is the boundary of a face or polygon.
In a drawing, all faces have three vertices, except faces in polyface meshes,
which are treated as adjoining triangles. For rendering purposes, each
quadrilateral face is a pair of triangular faces that share one edge.
Smoothing of an object is handled automatically by the renderer. Two types
of smoothing occur during the rendering process. One smoothing operation
interpolates the face normals across a surface. The other operation takes into
account the number of faces, the face count, that make up the geometry; greater
face counts result in smoother surfaces but longer processing times.
While you cannot control the interpolation of face normals, you can control
the display accuracy of curved objects by using the VIEWRES command and
the FACETRES system variable.
998 | Chapter 38 Render 3D Objects for Realism