Vertex Normals into Maxwell Render?

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 From:  Shazbot
5872.1 
Hello everyone, I am trying to get proper smoothing on a mesh exported as ngons, imported Cinema 4D R14 through Riptide Pro, but on render I see the following. I know Maxwell Render has trouble with this now. As you can see, there is a break at the bottom of some sort. Any suggestions are very welcome! (:




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 From:  Michael Gibson
5872.2 In reply to 5872.1 
Hi Shazbot, I seem to remember that Maxwell Render has problems with stuff other than triangles, try exporting using "Export: Triangles only" (not even Quads & Triangles), and see if that works better.

Also there is some kind of separate Maxwell setting that you need to enable in order for the vertex normals to come through even with triangles output, I think I've heard before that it's off by default, who knows why.

See here for some previous discussion links:
http://moi3d.com/forum/index.php?webtag=MOI&msg=5679.23

I don't really know why they would have different behavior with triangles versus quads or n-gons, even if they want to use triangles it should be possible for them to access the internal triangulation that C4D has created for the n-gon anyway, maybe at some point they will do that if they receive enough feedback about it.

- Michael
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 From:  Shazbot
5872.3 In reply to 5872.2 
Thankyou again Michael, I am going to contact Nextlimit about this, see what they have to say. So far, this is my only gripe about a NURBS workflow I have just started, so I would like to see it fixed. BTW you probably get this a lot but Moi is simply incredible, it's easy to use and NURBS are simply wonderful in it, many things in Cinema 4D that would have took days can be done in hours! But just like the C4D Cafe, your site is also wonderful and full of support by you and others, keep up the good work! (:
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 From:  Michael Gibson
5872.4 In reply to 5872.3 
Thanks Shazbot, I'm really glad that you're liking MoI and saving time using it!

- Michael
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