Hi Dirk, I took a look at your OBJ file, and it does look to be the problem that I was describing - the triangulation that C4D created is not so good and is following the example I showed above where it pulled out large triangles during the initial stages of the triangulation process and left a degenerate one along the side there.
Actually on the one side where it is showing black, I think that triangle actually got created in the wrong orientation, facing backwards - that's why it is black.
One workaround is to export from MoI as quads & triangles - that will end up using MoI's triangulator which won't do that.
I think it is also possible to manually edit the triangulation of an n-gon in C4D if you want to change how the n-gon is being diced up, there is something in C4D under Tools / N-gon Triangulation, I'm not quite sure how it works though.
One other thing to mention - it is pretty hard to see the triangle problem in an actual rendering, it is much more pronounced when you're zoomed in and looking with the real-time view.
I may be able to try and reduce the creation of this kind of shape in the future, but it is actually a proper n-gon, I mean it is not technically messed up or anything like that. It would be good if C4D would create a better triangulation for it.
It may be pretty difficult to describe this to Maxon, but I hope that the step-by-step triangulation illustration that I showed above may help...
Also, one other note - there is a setting you can tweak in the moi.ini file to change how MoI will produce a triangulation for things like that, by default it will do a kind of radial triangulation when possible, adding an extra point in the center of n-gons like that. It is possible to turn off that style and instead only use points along the outside of the n-gons, let me know if you want more info on that.
- Michael
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