Mesh export problems
Mesh export problems
I am having problems with geometry when imported in Indigo. I guess objExporter does not export as it should. Geometry itself is not perfect, exported from Sketchup as obj and imported into Maya. Other render engines are rendering it as it is in viewport.
Here is screenshot of viewport and what I get in render.
http://screencast.com/t/LKZzYJXwlSV
Here is screenshot of viewport and what I get in render.
http://screencast.com/t/LKZzYJXwlSV
Re: Mesh export problems
Could you please send me an excerpt of your scene showing artifacts (ma/mb) ? Like two of these steps from the stairs, one right the other wrong for comparison.
Thanks for the report.
Thanks for the report.
obsolete asset
Re: Mesh export problems
Here is part of scene.
- Attachments
-
- ArtifactsMesh.rar
- (416.75 KiB) Downloaded 501 times
Re: Mesh export problems
Thanks SreckoM.
The problem here is coplanarity, as it can be said from the OpenGL preview in renderer. Indigo doesn't cope as well with coplanarity.
In Maya save as a copy and try:
normals > unlock
edit mesh > merge
normals > conform
edit: mesh > cleanup non-manifold
Then activate backface culling to check for eventual inverted normals.
Ideally you would separate the whole mesh and identify the duplicate parts, that's what a cleaning takes. ouch.
The problem here is coplanarity, as it can be said from the OpenGL preview in renderer. Indigo doesn't cope as well with coplanarity.
In Maya save as a copy and try:
normals > unlock
edit mesh > merge
normals > conform
edit: mesh > cleanup non-manifold
Then activate backface culling to check for eventual inverted normals.
Ideally you would separate the whole mesh and identify the duplicate parts, that's what a cleaning takes. ouch.
obsolete asset
Re: Mesh export problems
OK, I will try that, thank you!
Re: Mesh export problems
Not to mention that if we are talking about a mesh directly from SU backfaces should have a separate material assigned, start there rather.
Identify the backface shader, Select Objects In [shading group] (right click on swatch) then delete faces (then the backface shader).
Identify the backface shader, Select Objects In [shading group] (right click on swatch) then delete faces (then the backface shader).
obsolete asset
Re: Mesh export problems
I'm posting as I'm tinkering with this... I think the grid unit length should be 0.254 (ten inches). Makes stairs steps of 16.4cm.
Also there's some wrong things going on with grouped transforms, I had part of the site scaled so to be found at 41Km from the center of the city... ehr, the world.
Currently you should try to keep transforms hierarchy flat (no transforms at the shape level). That's my traversal code involved, not objExport this time. There will be at least one minor release before that one gets enhanced (fixed hopefully).
Thanks for the headsup SreckoM.
Also there's some wrong things going on with grouped transforms, I had part of the site scaled so to be found at 41Km from the center of the city... ehr, the world.
Currently you should try to keep transforms hierarchy flat (no transforms at the shape level). That's my traversal code involved, not objExport this time. There will be at least one minor release before that one gets enhanced (fixed hopefully).
Thanks for the headsup SreckoM.
obsolete asset
Re: Mesh export problems
Cleanup fixed most of the problems. For stairs helps only if I triangulate them.
Also I am getting these errors for almost every object in scene:
Also I am getting these errors for almost every object in scene:
Code: Select all
// Error: No object matches name: .ambientColor //
// Error: No object matches name: .normalCamera //
// Error: No object matches name: .color //
Re: Mesh export problems
SU models are essentially nonmanifold, that's indeed a job for cleanup.
As for those errors they have no effect, please ignore them for now. I am not yet sure why they come back and forth.
As for those errors they have no effect, please ignore them for now. I am not yet sure why they come back and forth.
obsolete asset
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