>Could it be that Cinema4D is using Phong-Shading and Blender is using
Gouraud-Shading?

Yes that's exactly what you're seeing. You can switch to glsl view if you
want to view it in Blender with per pixel lighting.
Regular 3D view has to remain fixed function rendering pipeline which
implies Gouraud shading.
I'd argue there's nothing to look into here (no mystery).

Cheers,

Morten.




On Thu, Jun 16, 2011 at 3:07 PM, Andreas Galster <andreas_gals...@hotmail.de
> wrote:

>
> What do you mean? Both C4D's and Blender's normals are pointing in the same
> direction. Not sure how much vertex normals affect this, but I'm not aware
> of any way to check vertex normals in C4D.
> Could it be that Cinema4D is using Phong-Shading and Blender is using
> Gouraud-Shading?
>
> > Date: Thu, 16 Jun 2011 16:53:36 -0500
> > From: xgl.asyl...@gmail.com
> > To: bf-committers@blender.org
> > Subject: Re: [Bf-committers] Smooth shading could be better (compared to
> C4D)
> >
> > We'd also need to know if normals are coming over with the .obj or are
> > they being calculated once inside Blender?
> >
> > On Thu, Jun 16, 2011 at 3:54 PM, Tom M <letter...@gmail.com> wrote:
> > > would be good to provide a few screenshots so people can see what
> > > blender does and what you would like it to do.
> > >
> > > LetterRip
> > >
> > > On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
> > > <andreas_gals...@hotmail.de> wrote:
> > >>
> > >> Today I received a model as an .obj file from Cinema4D to continue
> working on it, while my workmate is on vacation. It turned out that the
> smooth shading in Blender highlights/shows shading artifacts due to toplogy
> (like poles) a lot more than Cinema4D does.
> > >> Also beveled edges and corners are displayed a lot smoother in C4D.
> Maybe someone can look into this?
> > >>
> > >> Kind regards,
> > >> Andreas Galster
> > >>
> > >> _______________________________________________
> > >> Bf-committers mailing list
> > >> Bf-committers@blender.org
> > >> http://lists.blender.org/mailman/listinfo/bf-committers
> > >>
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> > >
> > _______________________________________________
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>
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