I tried most of the things suggested and appreciate all the tips and help.
A colleague was in today with his machine and copy of 3DS Max. It was able
to read the files and output polygons with correct normals. Curiously, the
file sizes for the resulting FBX was much smaller than from Rhino or Maya.

On Tue, May 15, 2012 at 3:48 AM, Tim Leydecker <[email protected]> wrote:

> 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<[email protected]>[mailto:
>> softimage-bounces@**listproc.autodesk.com<[email protected]>]
>> *On Behalf Of *Byron Nash
>> *Sent:* Monday, May 14, 2012 11:18 AM
>> *To:* [email protected].**com <[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:
>> mlind@carbinestudios.**com <[email protected]>>> wrote:
>>
>> That’s my script.
>>
>> It was designed for polygon meshes only.
>>
>> Matt
>>
>> *From:*softimage-bounces@**listproc.autodesk.com<[email protected]><mailto:
>> softimage-bounces@**listproc.autodesk.com<[email protected]>>
>> [mailto:softimage-bounces@**listproc.autodesk.com<[email protected]>
>> <mailto:softimage-bounces@**listproc.autodesk.com<[email protected]>>]
>> *On Behalf Of *Alan Fregtman
>> *Sent:* Monday, May 14, 2012 10:56 AM
>>
>>
>> *To:* [email protected].**com 
>> <[email protected]><mailto:
>> softimage@listproc.**autodesk.com <[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<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:
>> daniel.rajcic@gmail.**com <[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<http://vimeo.com/groups/ice/videos/36614302>
>>
>> cheers,
>>
>> Daniel
>>
>> *From:*Byron Nash <mailto:[email protected]>
>>
>> *Sent:*Tuesday, May 15, 2012 12:13 AM
>>
>> *To:*softimage@listproc.**autodesk.com 
>> <[email protected]><mailto:
>> softimage@listproc.**autodesk.com <[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:vladimir@**elefantstudios.ch<[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