Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Normals Nightmare on imported objects

Author
Message
hmm
21
Years of Service
User Offline
Joined: 11th Oct 2003
Location:
Posted: 6th Feb 2010 01:01 Edited at: 6th Feb 2010 01:03
This has been bugging me for ages.

I'm creating untextured objects in 3ds Max. Exporting them to directX file using Panda exporter plugin. Loading the object into DBPro. Also use 'set normalization on' and 'set object normals' in DBP.

I WANT, nice crisp objects with NO smoothing. As in the screenshot.



I GET, horrible artefacts, some faces blend from light to dark. I cannot explain it. Its the same for so many modelling apps exporting to DBPro. PLEASE help me. This should be so simple but I have been banging my head against a wall for hours.

Attachments

Login to view attachments
hmm
21
Years of Service
User Offline
Joined: 11th Oct 2003
Location:
Posted: 6th Feb 2010 01:02
This screenshot is an example of the problem.

Attachments

Login to view attachments
henry ham
17
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: way way out there
Posted: 6th Feb 2010 01:22
try highlighting all your objects & click export selected.you may be exporting maxs basic lighting along with your objects.dont know if this will help but its worth a try.

cheers henry

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 6th Feb 2010 02:22 Edited at: 6th Feb 2010 02:22
iv'e noticed that smoothing groups are very fickle in DB when exported from any 3d program, including max which I have experience in. One thing that DB tends to do is use the UV coordinates to deter-main smooth groups. All the cut seems turn into hard edges and everything else is 'smoothed' over.

You can try adjusting the smooth groups of the object in max or set the smoothing of the object in DB to 0.

Though since they are primitive objects, why not create them in DB, why go to the trouble of making a model, exporting and loading it?


RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 6th Feb 2010 03:47
In max, select your objects and go to Modify > Mesh Editing > Smooth. This will reset all of your object's smoothing groups on a per-edge basis, making every edge hard, giving you a crisp effect. It should transfer over to DBP the same.

If you're working with objects that aren't purely made up of hard, flat surfaces (things that have curves or bends in them) repeat the process above, with the additional step of going to the modify panel to the right for the smooth modifier, and clicking the "Auto" button (it might be called "Auto Smooth", I forget, either way its the only button there that has the word auto in it). This will make max automatically go through your mesh and only make edges that have polygons touching it at a certain angle crisp. Leaving it at it's default settings typically does the job.

Try that, let us know what happens. Im almost 100% sure it'll work. If not, try loading your models in Wings 3D (google it, its a free modeler), selecting your objects, right clicking them and selecting Autosmooth. Export from Wings (it exports to .x as well) and see if that does the trick.

I can pretty much guarantee both methods should work.
hmm
21
Years of Service
User Offline
Joined: 11th Oct 2003
Location:
Posted: 6th Feb 2010 12:43
Thanks for the help everyone. Unfortunately, the only method that works for me is exporting to Wings first. Seems ridiculous that Wings can do for me what Max cannot.
HowDo
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 6th Feb 2010 17:32
@hmm

I don't know if 3ds max can do it but have you tried export as 3ds as I find that some exporters for .x do not do the job right.

found this out when trying to get dark Physx to work on .x objects, they jump all over the place, .3ds is rock soild doing as it should.

Dark Physics makes any hot drink go cold.
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 11th Feb 2010 12:35 Edited at: 11th Feb 2010 12:38
In the panda exporter set mesh optimization to "none". It will then respect your smoothing groups you set in Max.

----------------------------------------
"bond1 - You see this name, you think dirty."
Duke E
15
Years of Service
User Offline
Joined: 10th Mar 2009
Location:
Posted: 16th Feb 2010 03:15
In Blender you can use Edge Split modifier, it essentially breaks apart the vertexes for the area that should be "solid" (as a flat surfare) contrary to "smooth" as a curved. Take a barrel, the lids top and bottom should be flat and the barrel should be curved/smooth.

The Blender .x exporter does not take in to account the aptly named "set solid" and "set smooth" options for faces, but this works.

As it breaks the vertexes the mesh will not be homogeneous and that can be bad i some circumstances as the mesh leaks.

Here is some info on how to use it (remember to only select one modifier option though, either "edge angle" or "marked as sharp" not both).
http://feeblemind.tuxfamily.org/dotclear/index.php/2007/08/13/88-how-to-solve-blenders-smoothing-problems

Regards

Login to post a reply

Server time is: 2024-11-24 16:29:33
Your offset time is: 2024-11-24 16:29:33