This looks like the right thread?
Two questions. The first I think is what Lemo was asking, not sure.
I create a square alpha in PS. 16 bit. No anti-aliasing so perfect edges. Small enough to fit inside the circle. Pure white on black.
I then started with a 6 poly cube and UV Tile. Divided to about 1.5 million poly and then HD to 6 to make sure there is enough polyās to get a smooth edge. Then I use Deformation Offset to try and pull out a flat surface.
I end up with what you see below. When I applied the mask using the alpha I could visibly see the dithering even though it was a 16 bit alpha with no focal shift and no anti-aliasing when it was created. Iām not posting a shot of the visible dithering because it is only visible on a high contrast monitor. You can also see the little triangle thingy (technical term :rolleyes: ) that pops up.
Now you could say just use the smooth brush but - The smooth brush does not give clean edges on the five raised sides that Iām trying to get.

I Ctrl>Shift Drag to hide the one side. I then Ctrl Drag and release Ctrl to get a solid mask over the remaining 5 sides of the cube. Then I Ctrl>Shift and click in the document to unhide the hidden side. I get what you see above 100% of the time at any poly count. This is also true of any other mesh I try but I thought it would be easier to show with a cube. Getting clean edges when I mask unhidden polyās while others are hidden does not appear to be possible.
Any help with this???
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