Moi meshes in Maxwell Render
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 From:  Michael Gibson
4083.16 In reply to 4083.15 
Hi Rich,

> I can say it seemed to struggle with a model which had some very long, thin triangles on it.

So often times that is also related to vertex normals not coming through.

I was looking at the documentation for the C4D Maxwell plug-in, and it seemed to say that the normal tag was ignored on objects that are not entirely made up of triangles.

So you may need to change the "Output" setting when exporting from MoI to "Output: Triangles only", it looks like you currently have it set to "Output: Quads & Triangles".

Possibly once you have it set to that you may not need to dice up polygons anymore, but if that's something that Maxwell is just generally sensitive to then it still could be necessary.

- Michael
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 From:  PaQ
4083.17 In reply to 4083.16 
An other solution is to bypass any 3d package and import the model in maxwell studio direclty.
It was working really well with normals shading when I try it that way ( after having lot of trouble with MoI model
reexported from 3dsmax or modo ... it has nothing to blame against MoI of course).
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 From:  L_AN
4083.18 
Hi Rich, Michael is right in his description of the situation with Maxwell. With exports in triangulated OBJ format everything must be OK, but working with this in Cinema is horribly (selecting, unwrapping, etc.).
I use n-gons mesh and triangulate it just before hitting render button. The trick is in triangulation without breaking vertex normals. For this I take a few steps:

1. Select imported polygon object(s)

2. Functions > Remove N-gons

3. Select all points

4. Structure > Connect

5. Render Scene

> I also tried a standard OBJ import but that gave me shading errors.

Hm, I have worked well in Cinema 4d R11.532. Of course, "Import normals" checkbox must be set.


Regards
L_AN
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 From:  Michael Gibson
4083.19 In reply to 4083.18 
Hi L_AN, thanks for those steps on triangulating within C4D without losing normals!

Of course, if it is possible to do that with a few manual steps like that, it seems like it should also be possible for the Maxwell plug-in to do the equivalent thing so that you would not have to worry about this issue at all.

I would recommend contacting Maxwell support and asking them to improve their plugin to remove this problem where their plugin ignores the normal tag on all but triangulated geometry. If they need triangles, there should be some method in C4D that will allow them access to C4D's triangulation which includes the normals. That's what C4D's own built-in renderer does.

Including the normals is a very important thing for any rendering program, so they should never be ignored like that.

- Michael
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