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. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Monday, May 14, 2012 11:18 AM To: softimage@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:ml...@carbinestudios.com>> wrote: That's my script. It was designed for polygon meshes only. Matt From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Alan Fregtman Sent: Monday, May 14, 2012 10:56 AM To: softimage@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.raj...@gmail.com<mailto:daniel.raj...@gmail.com>> wrote: 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 From: Byron Nash<mailto:byronn...@gmail.com> Sent: Tuesday, May 15, 2012 12:13 AM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> 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 <vladi...@elefantstudios.ch<mailto:vladi...@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 <byronn...@gmail.com<mailto:byronn...@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 -- --------------------------------------- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20<tel:%2B41%2044%20500%2048%2020> www.elefantstudios.ch<http://www.elefantstudios.ch> ---------------------------------------