lwo normal issues
 1-18  19-21

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 From:  Michael Gibson
798.19 In reply to 798.17 
A quick note - Modo 203 doesn't seem to properly handle any type of editing operation on a mesh with vertex normals, even flipping.

It will just flip the face orientations but the vertex normals will remain unaltered, this will cause shading problems with the face and vertex normals pointing in opposite directions.

If you export a closed solid from MoI, MoI will do some work to automatically orient normals towards the "outside" direction of the solid. But if you export open surfaces, there won't be any automatic orientation. Due to the Modo flipping bug, you won't be able to flip it properly in Modo so to render it properly you will need to turn on double-sided rendering for the render material.

I think I will tune this up so that open meshes will get a double-sided material set on them by default on export from MoI.

I still haven't seen if there is a way in Modo 203 to throw out vertex normals and return to auto-generated ones... If that was possible that would also fix the problem but at the cost of returning to less smooth shading.

- Michael
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 From:  rhumba
798.20 In reply to 798.19 
Well I have to thank you for tuning that up, my .lwo exports look super smooth now!!
(don't worry I will upload some examples soon....)

Thats unfortunate about Modo's normal handling.. I haven't had any flipped meshes yet. I hope Lux are aware of these issues? They seem to take a healthy interest in bug reports at least, but maybe not up to your standards Michael!
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 From:  Michael Gibson
798.21 In reply to 798.20 
Great Rhumba, I'm glad the fix is working for you. I'd love to see some examples!

> I hope Lux are aware of these issues?

I don't know... It would probably be a good idea to report them if you are able to.

The flipping for instance should be an easy thing to fix.

I guess they just haven't got very much test data in with the normals included yet.

- Michael
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