![]() ![]() You may be able to composite an elaborate Cycles shader to do this but it isn’t exactly practical. For your curvature analysis you can use the GLSL shader and apply a Fresnel type shader… Zebra shading isn’t something Blender supports natively, you can unwrap the model and apply a checkerboard pattern but this isn’t what you’ll want initially. You use use the real-time renderer, GLSL shader or a node based system. To answer your questions however, Blender has a sleuth of different viewport shading methods. However, if you want accuracy then use Alias, with SubD modelling you’ll have to accommodate some faults or else deal with exceedingly complex geometry… In-fact I made a pretty lengthy post a while back on doing such things… You start with a block-out, use smoothing groups and subdivide the geometry till you have a shell and then gradually increase the detail until you have the final product. It can be done, in-fact the process is pretty much the same as any other program. If you’re coming from Alias why exactly do you want to use a polygonal program for automotive modelling. ![]() Well Alias is a spline and NURBS surface modelling program, Blender is a polygonal modelling program and thus the workflow is completely different.
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