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:*[email protected] 
[mailto:[email protected]] *On Behalf Of *Byron Nash
*Sent:* Monday, May 14, 2012 11:18 AM
*To:* [email protected]
*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 <[email protected] 
<mailto:[email protected]>> wrote:

That’s my script.

It was designed for polygon meshes only.

Matt

*From:*[email protected] 
<mailto:[email protected]> 
[mailto:[email protected]
<mailto:[email protected]>] *On Behalf Of *Alan Fregtman
*Sent:* Monday, May 14, 2012 10:56 AM


*To:* [email protected] <mailto:[email protected]>
*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 <[email protected] 
<mailto:[email protected]>> 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:[email protected]>

*Sent:*Tuesday, May 15, 2012 12:13 AM

*To:*[email protected] <mailto:[email protected]>

*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 <[email protected] 
<mailto:[email protected]>> 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 <[email protected] 
<mailto:[email protected]>> 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 <[email protected] 
<mailto:[email protected]>> 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>
---------------------------------------

Reply via email to