MOI3D to Octane Render Tutorial

 From:  vodkamartini
3472.27 In reply to 3472.26 
Michael's cylinder is designed to test that the vertex normals are superseding any shading groups / face normal averaging. The side of his cylinder is divided into 20 slices (polygon islands), each with their own shading group. If the vertex normals were being respected, it wouldn't look faceted between the slices. It works fine in Max, Maya, C4d, etc. Even in the opengl/directx viewports.