MOI mesh export issue

 From:  Michael Gibson
11521.7 In reply to 11521.6 
It's not bad topology, it's automatically generated topology which will render with absolutely no artifacts (as clearly shown above in numerous apps) as long as you don't discard the vertex normals.

You've either accidentally turned off loading of vertex normals, or maybe you're doing some operation on the mesh that is discarding them.

As long as you render with the vertex normals that come from the original CAD data, every triangle will be shaded the same as the originating CAD surface.


> unsurprisingly, higher poly count (815 faces per one fillet) helps to neutralize artifacts.

This again has to do with vertex normals - vertex normals generated by averaging polygon face normals tends to work better if the faces are more evenly sized.

The solution is to use the high quality vertex normals instead of having them generated from the polygons.

You can have any kind of topology or polygon structure without any artifacts if the stored vertex normals are used. It's the number 1 most important thing to get high quality renders from CAD converted data.

- Michael