When exporting a polymesh from Maya to Softimage using Autodesk Crosswalk Exporter there's a check box "Export Maya Normals" which tends to keep things in check.
Not sure if it's the same for NURBS
That’s my script.
It was designed for polygon meshes only.
Matt
I’d check for “UserNormals” on your imported surfaces. If they exist, delete them.
NURBS surfaces have their normals computed according to the direction in which the curves are swept to form the surface. Each software uses a different standard, but NURBS curves generally have to be drawn in the clockwise direction. If drawn in counter-clockwise direction, the normals will be inverted.
Attached is a self installing selection filter to identify NURBS Surfaces whose surface normals have been inverted. This filter does not check for inverted UserNormals.
INSTALLATION:
1) Extract ML_NURBSSurfaceInverted.js from .zip archive.
2) Copy ML_NURBSSurfaceInverted.js into the “Plugins” folder of any workgroup
3) Restart Softimage
USAGE:
1) Deselect all, then set selection filter on MCP to ML_NURBSSurfaceInverted
2) Select suspected NURBS surfaces in scene (or press CTRL+A on keyboard to quickly select all)
3) If anything appears in the selection, Model > [Modify] Surf.Mesh > Invert Normals.
NOTE: will throw error if any selected surface is inside a reference model.
Hi Byron,
I´d like to suggest you take the time to clean up the object in Maya.
The advantage is that your Normalpass will output useful information,
all shaders computing refraction or transparency, subsurface scattering
and last but not least reflection will give reliable output...
I know, it´s a pita but shading&lighting&comp will be far less error prone.
Personally, I´d look into converting to polygons and merging to useful shells.
Rhino, MOI, Maya´s convert to polygons.
The reason why I suggest to do the clean up/conversion in Maya is that it
gives you more options to edit Normals. Just make sure that User Normals
and Geometry Normals point into the same direction...
Once the geometry is in XSI, nuke the user normals and live with the 30-35° smoothing...
Cheers,
tim
On 14.05.2012 22:50, Matt Lind wrote:
Attached is a self installing selection filter to identify NURBS Surfaces whose surface normals have been inverted. This filter does not check for inverted UserNormals.
INSTALLATION:
1)Extract ML_NURBSSurfaceInverted.js from .zip archive.
2)Copy ML_NURBSSurfaceInverted.js into the “Plugins” folder of any workgroup
3)Restart Softimage
USAGE:
1)Deselect all, then set selection filter on MCP to ML_NURBSSurfaceInverted
2)Select suspected NURBS surfaces in scene (or press CTRL+A on keyboard to quickly select all)
3)If anything appears in the selection, Model > [Modify] Surf.Mesh > Invert Normals.
NOTE: will throw error if any selected surface is inside a reference model.
Matt
*From:*softimage-bounces@listproc.autodesk.com [mailto:softimage-bounces@listproc.autodesk.com] *On Behalf Of *Byron Nash
*Sent:* Monday, May 14, 2012 11:18 AM
*To:* soft...@listproc.autodesk.com
*Subject:* Re: NURBS import
I'm trying the ICE unify normals but I think it choked on my object. It's been chugging for over an hour.
On Mon, May 14, 2012 at 2:09 PM, Matt Lind <ml...@carbinestudios.com <mailto:mlind@carbinestudios.com>> wrote:
That’s my script.
It was designed for polygon meshes only.
Matt
*From:*softimage-bounces@listproc.autodesk.com <mailto:softimage-bounces@listproc.autodesk.com> [mailto:softimage-bounces@listproc.autodesk.com
<mailto:softimage-bounces@listproc.autodesk.com>] *On Behalf Of *Alan Fregtman
*Sent:* Monday, May 14, 2012 10:56 AM
*To:* soft...@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
*Subject:* Re: NURBS import
I have a hunch it only works for polys.
I don't know if this one does NURBS but it's worth a shot:
http://area.autodesk.com/downloads/scripts/ml_unify_normals
(I've attached the addon to this email for those who don't care to register on The Area.)
On Mon, May 14, 2012 at 12:29 PM, Daniel Rajcic <daniel...@gmail.com <mailto:daniel.rajcic@gmail.com>> wrote:*From:*Byron Nash <mailto:byro...@gmail.com>
Hey Byron
Did you try the unify normal compound by Christian Gotzinger yet?
Maybe it can help to solve the flipped normal issues after you imported the iges into Soft.
Have a look:
http://vimeo.com/groups/ice/videos/36614302
cheers,
Daniel
*Sent:*Tuesday, May 15, 2012 12:13 AM
*Subject:*Re: NURBS import
Vladimir, you called it. They look jacked in Maya as well when I turn the two-sided lighting off. It still renders clean though. If Soft would render clean I'd be in business.
On Mon, May 14, 2012 at 12:10 PM, Vladimir Jankijevic <vlad...@elefantstudios.ch <mailto:vladimir@elefantstudios.ch>> wrote:
you have to disable the two sided lighting crap in maya to see the normals right on the polygons
On Mon, May 14, 2012 at 6:04 PM, Christian Gotzinger <cgo...@googlemail.com <mailto:cgo...@googlemail.com>> wrote:
Are you sure the normals are ok in Maya?
This kind of data often has pretty random normals, and I don't believe Maya shows you bad normals in black like Softimage, so there'd be no way for you to tell unless you turn on
the normal vector display.
On Mon, May 14, 2012 at 5:29 PM, Byron Nash <byro...@gmail.com <mailto:byro...@gmail.com>> wrote:
I need to get some NURBS objects from Maya to Softimage. Client gave me an igs file which I can get imported into Softimage and Maya. The problem is, that in Softimage half of
the normals are flipped but it looks great in Maya. The object has hundreds of small parts so it's not effective to go find every last inverted shape manually. Is there a good
way to get the NURBS into Softimage or keep the normals from getting screwed up on import?
Thanks,
Byron
--
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Vladimir Jankijevic
Technical Direction
Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich