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 From:  Marc (TELLIER)
3726.13 
Yeah, maybe it's maya that discard the normal information when UVmapping?

Maybe testing a direct Moi export in Octane.

I also remember having these kinds of issues with ngons in Octane.

Marc
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 From:  Phil (PHILBO)
3726.14 In reply to 3726.13 
Thanks for posting the file. I'll have a look tonight.
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 From:  Phil (PHILBO)
3726.15 
I exported this straight from MOI and right into Octane without using any additional software. Rendered for 2 minutes using Path Tracing. I think that something happened when it was re-exported from Maya. I just assigned a bunch of styles for the various parts and adjusted them in Octane.



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 From:  Phil (PHILBO)
3726.16 
Here's a 23 second Direct Lighting render





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 From:  Frenchy Pilou (PILOU)
3726.17 In reply to 3726.16 
What a selective DOf :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Michael Gibson
3726.18 In reply to 3726.10 
Hi Phr0stByte, also one other note - when you export out from MoI for later import into Octane make sure you un-check the option for "Weld vertices along edges" on the meshing options dialog.

That may have been the initial problem.

The other thing to look for with Maya is if there is some option to enable to write vertex normals into the OBJ file. If that was disabled for some reason in the Maya export, that could also cause those kinds of shading problems.

- Michael
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 From:  Phr0stByte
3726.19 
Yes, I don't think the problem is not MoI, and I am sure Something is happening with the export from Maya (2009). I will have to investigate further over at the Octane forum (as I said before, it renders fine in mental ray). Octane is just very picky about things. I was looking at the section where they have screenshots of all the different 3d apps export settings, but no Maya (am I an odd-ball using Maya? How dare I?). Anyway, off to continue my hunt for an answer/solution. Nice renders PHILBO!
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 From:  Phil (PHILBO)
3726.20 In reply to 3726.19 
It is recommended that you use the Maya plug-in instead of manually exporting. This will also give you access to Animation functions as well. You can then post specific questions on the plug-in in the Maya section of the Plug-In Discussion / Support section of the Customer Forums at www.refractivesoftware.com/forum/.
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 From:  Phr0stByte
3726.21 In reply to 3726.20 
I will give the exporter a try. I was hesitating on that because I am on Linux, and the exporters don't always work correctly. I will also play with exporting FBX from MoI. I need Maya for texturing. I only have a license for MoI v1, and I am thinking very hard if $100 is worth v2 for "styles" and the other newer functions.
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 From:  Phil (PHILBO)
3726.22 In reply to 3726.21 
I tried to just use 1.0 after using the Beta V2.0 for so long. I couldn't hack it and had to pony up the $100 for the upgrade.

If things don't work out on the Linux side of things, please post it to the forums so they can get resolved.
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 From:  Phr0stByte
3726.23 
Just sprang for the v2 upgrade license. MoI puts real fast wheels on my production time and Michael deserves it (if not more - the price is WAY reasonable).
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 From:  Michael Gibson
3726.24 In reply to 3726.23 
Thanks Phr0stByte, I hope that you will get some good use out of v2!

There's quite a lot of new stuff in there, there is a collection of all the notes on new and improved features in v2 here:
http://kyticka.webzdarma.cz/3d/moi/doc/V2releasenotes.html#V2-out

- Michael
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