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Post by chclark on Aug 29, 2019 10:24:05 GMT
I have a tessellated CAD model in 3ds max, as soon as I bring it into Rizom it looses the normals and causes faceting. I have tried using the bridge or standard FBX export but nothing seems work. I have also tried using another model and it has the same issues.
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Post by andykarta on Dec 9, 2019 2:19:05 GMT
I'm having the exact same problem using Fusion 360. The tessellation, the faceting, and in both fbx and obj. In Max, switching from editable mesh to editable poly, adding a normal and UVW unwrap tag, and then unifying normals and pushing random buttons while screaming sometimes helped. But it didn't help on a mesh I extruded from a sketch. Note that even on these, the model was fine during the intial export. Rizom did something. Then, Subdividing with no smoothing/removing smoothing groups, and all the FBX/OBJ normal setting variations I tried didn't help. I even tried aligning the normals in Cinema 4d but of course if Max can't do it, what chance does Cinema have?
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nidus
New Member
Posts: 2
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Post by nidus on Dec 13, 2019 12:27:37 GMT
Yeah this is happening to me too. But it isn't that big a deal, after importing in 3DsMax you can just transfer the UV data to the Mesh with the normals still intact. In the Utility Panel (Wrench Icon on the Right) There's a utility called Channel Info. With Channel Info you can easily transfer the uv's from one object to another. Just click on the faceted Rizom import and select the channel with the ID 1:map hit copy and select the Mesh with good normals and hit paste. Done!
Other Software for sure has ways to transfer uv's over. If you're not in 3DsMax try googling for UV-transfer
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