Difference between Sharps, Auto Smooth and BEVELS in Blender

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[Music] what's up everyone Josh on this video we're gonna talk about sharps and the mark sharp options specifically so before I mention that if you want to you know smooth this guy out but not have the smooth shading go crazy you simply use the auto smooth option here in this angle anything below 30 degrees will be smooth anything above 30 degrees won't be smooth and since this whole thing this whole cube is consistent of 90 degree angles since 90 degrees is above 30 nothing's going to be smoothed out so that's what the auto smooth is doing now although the angle is what's controlling the smoothness of this guy you can also do it manually using the mark sharps option now for this to work you have to make sure auto smooth is turned on so here what I did was I put this above 90 degrees so now anything below this value will be smooth and since 90 degrees is below this ninety four point six degrees then everything is gonna get smooth and look crazy again but I don't have to rely on auto smooth only I can actually mark the areas I want to be sharp and manually so I'm just gonna select the whole thing and Mark this whole thing as sharp I'll press ctrl e mark not Mark's team ctrl e and then mark sharp right here and what that's going to do is it's going to mark all of the edges on this cube is sharp so now auto smooth basically has no control over what's happening to the shading here where ever these sharps are marked they overrule the auto smooth angle no matter where I put this now whether it's at 0 or 180 degrees and nothing is gonna change because of the sharp options overrule this angle value now once again 4 sharps to work you have to make sure all those smooth is turned on otherwise as you can see it doesn't actually work so sharps are nice because you can overrule the angle here to clear sharps you select everything press ctrl e and then clear sharps and for example I could also just sharpen the top face ctrl E and then Mark sharp so now only the top face is sharpened but everything else has pretty ugly shading here so this is pretty useful because if you're working with an angle but don't want certain areas to be capped by the angle you can simply use the mark sharp to say hey whatever angle you're working with just completely ignore where I have these mark sharp supplied so I can mark this sharp and as you're gonna see no matter what the angle is nothing is going to affect this area here which is super nice but now this area I don't have any sharps mark so it's actually going to smooth out as I would have expected so we can really kind of combine sharps and angles to see which areas we want to have affected by the auto smooth in which areas we don't here's a more practical example say for the bottom of this piece I wanted it to be jagged like this but I still wanted this bevel right here to be smooth so usually what I do is I adjust the angle and you're gonna see that the angle does capture this and smoothes it out but it also smooths out this bottom area which isn't the effect I wanted so I don't really have you know a middle ground with the angle it's either gonna smooth all this out or I'm just gonna have to accept that if I want this corner smoothed out then basically everything is going to get smoothed out you can see how it kind of captures so this is a practical situation which you could use sharps because if I want to keep this smooth but the angle simply isn't adjusting to get the bottom jagged hopefully I'm making sense here I can just simply ramp up this angle capture the areas I want to have smooth and then just really go in here and start marking sharp ctrl-a and then mark sharp so we're basically getting the exact effect we want without the angle adjusting the bottom area now once you start adding bevels and whatnot to really start making it look like a hard surface model the sharps don't come in super useful I mean they're still kind of capturing here as you can see but the areas that are being beveled such as these edges the sharps don't really matter anymore I could literally just remove all these sharps here ctrl e clear the sharp and you're gonna see since we have a bevel applied now it doesn't really make a difference so usually this is gonna work with mainly flat shaded surfaces meaning there's no bevel there you're not gonna be using it a lot mark sharps per se there's gonna be situations and what you'll realize hey I need a sharp here but for the most part don't spend your time questioning when you should or shouldn't use it because as you model you're gonna figure out a situation in which it will work best for you but most of the time you don't need to stress too much about sharps because the bevel is gonna kind of take over anyways so here's a good example from our sci-fi crate design course as you can see the shading is pretty bad on this so we're just gonna go around to the areas where the shadings getting stretched and we're gonna mark all of those edges as sharp so as you can see once that sharp was applied the shading issues basically went away and then we can go ahead and deal with getting our bevel to work as we want it to so in my opinion sharps are used as a temporary shading fix up until you apply your bevel where the sharps don't really matter anymore
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Channel: Josh Gambrell
Views: 29,734
Rating: undefined out of 5
Keywords: blender, 2.8, sharps, bevel, weight, weights, auto, smooth, hard, surface, modeling, tutorial, difference, shading, topology, modifier
Id: c-YFHwFW0R8
Channel Id: undefined
Length: 5min 12sec (312 seconds)
Published: Sat Jul 11 2020
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