OBJ export settings for C4D
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 From:  Michael Gibson
4592.7 In reply to 4592.3 
So basically to answer your original question - there are no special particular settings required to export to C4D, just don't disable the importing of normals and don't delete the normal tag because using the imported vertex normals for shading helps make the shading look better because those normals come from the original NURBS surface data.

Then the only other thing is that if you want to reduce the appearance of polygonal outlines you need to move the slider to the right a bit to generate a denser output with more polygons in it.


But it's possible in numerous ways to have artifacts in a rendering that are specific to the render engine itself, and you may need to tweak things like bias settings or parameters like that to manipulate the rendering. That's something that's involved with the renderer itself though and not the import of the geometry.

Maybe check if your objects are at a different scale than what the default settings in the render engine are expecting.

- Michael
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 From:  SteveMacc (STEVEH)
4592.8 
Be careful with scaling when importing an OBJ in to C4D. Generally you need to tell the C4D importer, or Riptide if you use that, to scale the object up by 1000 or 100 times (depending on what did the export). If you don't you will end up with (to C4D) a very tiny object that will have all kinds of weirdness including an inability to render properly. To test this, create a standard 200 unit cube in C4D. Then import your OBJ into the same scene. Adjust the scale so your model comes in at about the same size as the cube.
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 From:  OSTexo
4592.9 
Hello,

Not application specific but MG's MergeOBJ utility is a great way to save out different levels of detail and then merge those multiple OBJs into one. Some components just don't require the level of detail that others do, hopefully this functionality will make it into MoI itself.
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