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 From:  Samuel Zeller
5679.21 In reply to 5679.20 
Hi Michael,

Here's some parts that cause problems. I export either in OBJ Ngons or OBJ triangles with "avoid less than X" for loosing a bit of details in the fillets.

I import using default C4D importer. I get the normal tag.

https://dl.dropbox.com/u/44982094/normals.3dm
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shapenoid.com stojan-voumard.com
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 From:  Michael Gibson
5679.22 In reply to 5679.21 
Hi DesuDeus, here's what I get when saving your file with Output: N-gons, and then importing into an old version of C4D (r10) using the default OBJ importer and then just hitting render view:



As far as I can tell there are no shading artifacts present at all.

Is it possible that when setting up material properties that you are setting something which is causing the vertex normals to be ignored? Are you possibly enabling some kind of "phong break angle" option in the material or something similar to that?

Do you get something that looks different from what I show here when you only just open the file and hit render view? If the shading problems only start happening once you've edited materials then look very closely at what kinds of properties related to shading and normals treatment that might be in the materials that you are setting up.

- Michael
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 From:  Michael Gibson
5679.23 In reply to 5679.21 
Hi DesuDeus, also are you rendering using Maxwell by any chance?

I seem to remember there is some problem where Maxwell has a setting of its own to ignore vertex normals, I have no idea it likes to do that but you're probably running into that.

See here for some information: http://moi3d.com/forum/index.php?webtag=MOI&msg=4083.14

And you may want to check out that whole thread: http://moi3d.com/forum/index.php?webtag=MOI&msg=4083.1

You would need to ask the Maxwell people why they are set to ignore normals by default, it seems like a strange thing to do.

Also I guess it ignores them unless the object is all made up of triangles too. So you need to change the checkbox setting to make it not ignore them and also export as all triangles as well.

Once you get the vertex normals coming over all those shading artifacts will completely disappear.

- Michael
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 From:  Samuel Zeller
5679.24 In reply to 5679.23 
Yes Maxwell render.

Thanks for the tips now I understand everything !

I wonder why Maxwell guys are screwing this :(

Will adjust my models, but I have to re-export everything :/
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shapenoid.com stojan-voumard.com
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 From:  Michael Gibson
5679.25 In reply to 5679.24 
Hi DesuDeus, yeah I do not understand why if Maxwell needs triangles why the plug-in does not just triangulate the n-gons using the Cinema4D method for doing so.

It seems like it should not be very difficult to do, then they would get the same kind of shading quality as the built-in C4D renderer does (as shown above).

And it is also weird that they would ignore vertex normals by default also.


You might want to ask Maxwell support if they can fix this, it seems to have been an issue for quite a while.


You may not need to re-export, I think there may be a tool in Cinema4D somewhere to convert n-gons into triangles, hopefully it maintains vertex normals while doing so.

- Michael
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 From:  Michael Gibson
5679.26 In reply to 5679.24 
And also because the issue is with Maxwell it would not make any difference if you were using RipTide Pro for the import either.

- Michael
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 From:  Samuel Zeller
5679.27 
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EDITED: 5 Jul 2014 by SAMUEL ZELLER

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 From:  Mauro (M-DYNAMICS)
5679.28 In reply to 5679.27 
i like the foam
not struggling against yourself too much..metals are very hard to render
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 From:  Samuel Zeller
5679.29 
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EDITED: 5 Jul 2014 by SAMUEL ZELLER

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 From:  Mauro (M-DYNAMICS)
5679.30 In reply to 5679.29 
you use an SSS layer (isotropic scattering) in foam material?
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 From:  Samuel Zeller
5679.31 
I'm using SSS yes, and it's driven by a texture (there's variations)

Pretty easy to do in Maxwell render once you understand the settings.
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