Shading error in Autodesk Viz 2007
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 From:  Michael Gibson
3542.5 In reply to 3542.1 
Hi tupu, I'm sorry but I don't really know the specifics of how the UVW modifier in Autodesk Viz 2007 works.

That seems to be something particular with Viz's behavior, you will probably need to post in a more Viz or 3DS Max specific discussion forum to find out about that.

From your screenshots, it does appear as if the vertex normals are getting recalculated from scratch when that modifier is applied.


If you are using the MoI v2 beta one thing you might try is to use FBX format for the export instead of OBJ, I added FBX format export into MoI v2 specifically to help get better vertex normals transfer into 3ds Max, because the Max OBJ importer is not that great.

Also make sure you have an updated FBX importer for Viz as well, you can get the newest FBX import plugins for 3ds Max here:
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855

There is a link at the bottom there for "Plug-in and Converter Archives" which you might try for older versions than Max 2011.

- Michael
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 From:  tupu
3542.6 In reply to 3542.5 
Hi,

I have tested the fbx format also, I'll have to test it more but I think
I'll be satisfied with the shading how it is now.
Since I have to use Viz 2007 (old old) because of proprietary plugins
not updated for newer Max/Viz versions I can't use the new fbx plugins.
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 From:  Michael Gibson
3542.7 In reply to 3542.6 
Hi tupu, some of the older FBX import translators had bugs in them though, so you may run into some problems particularly with n-gons if you cannot update from the stock FBX importer plugin.

But you may be able to avoid issues by using "Output:Quads & Triangles" when exporting from MoI.

They do have an archived plug-in available for Viz 2008 available here:
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=11259183

But I can't seem to find one for Viz 2007 though.

- Michael
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 From:  tupu
3542.8 In reply to 3542.7 
Hi Michael,

Yes I found that archive too and I tried the latest fbx plugin for Max 7 which worked fine.
In Viz it actually works now, the shading is correct when UVW modifier is applied.
Unfortunately the end program doesn't read the normal smoothing the same way, now it looked even more uggly
but I guess that is because the fbx importer only makes one smoothing group of all the polys while the obj importer
actually applies several ones to the exported IGES file from MoI.
If only the fbx importer did seperate the polys to multiple smoothing groups it could maybe work, possibly not though.

Thanks for your help everyone, appreciate it!
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 From:  Michael Gibson
3542.9 In reply to 3542.8 
Hi tupu, what is the end program that you are going into?

- Michael
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 From:  tupu
3542.10 In reply to 3542.9 
Hi Michael, it's an online program (http://www.room328.com/) that people/customers can use to
create their own virtual rooms (bathrooms/bedrooms) before they actually make the decision what furniture to buy.
You can choose from alot of different furniture designer companies products to make the room.

So in other words it's the company's(that I work for) own program and I think
it just doesn't read the normal shading information properly itself.

I am just trying to make the furniture to look as good as possible, but it's good enough
what I get with the obj importer in Viz.
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