Hi Martin,

thanks for the info.

I had only checked for the case of getting hard edges from Maya into Softimage and keeping those edges selectible and displayed blue, I didn´t check for what
successively setting egdes to hard would do to a mesh´s clusters.

Good to know.

Last time I had to deliver Softimage files directly, I´d manually tidy up (along the
lines you describe for clean final data). That´s a while ago.

Regarding Substance Designer&Painter, I use it for it´s mask generators mostly. Typical scratched metal blended materials masks, a dirt&dust pass over clean materials, that kind of thing. It´s pretty good at that and beats having no masks due to time/task anyway...


Cheers,

tim

Am 14.04.2015 um 05:45 schrieb Martin Yara:
I wanted to convert normal clusters because sometimes I don't have the original Maya file, but that's ok. I'll just have to get the Maya file or make them use Smoothing Groups in the FBX export options in the future.

About clusters, I always freeze and delete all clusters. I work mainly in game assets production so I try to keep my final data as clean as possible to avoid any possible export problem. I never keep points or edge clusters (the only point cluster is the envelope one), lattice or any deformer besides envelope.

If you keep adding hard edges you'll end up with tons of edge clusters. That's why I wrote something to automatically freeze Mark Edges op and delete the edge cluster.

You don't really need clusters at all for hard edges. Just freeze and delete the cluster. The same for any other deformer that you don't need to be alive.

Softimage should have a clean cluster option. Any studio that I've been or work with uses a custom tool for that.

You can easily script something for hard edges selections with ICEAttributes if you need, or you can use crease filter selection because hard edges in Softimage are also creased by default.

I don't have much experience with Substance so I can't say anything about it.

cheers,

Martin


On Mon, Apr 13, 2015 at 8:12 PM, Tim Leydecker <[email protected] <mailto:[email protected]>> wrote:

    I don´t know about converting normal clusters because I can´t really
    see what you´d want to convert them to?

    In general, they are useful to assing different materials or is it
    because
    of the clusters that you have problems using the mesh in Quixel Suite
    or Substance Designer because each cluster will generate a separate
    material there, even if that cluster was just meant for hard eges?

    Afaik, the clusters are needed inside softimage, you´d want that
    cluster
    to be able to select the hardened edges inside softimage, using RMB
    "select components".

    When facing problems with meshes generating multiple material entries
    inside Substance Designer/Painter, I like to resort to exporting
    an *.obj
    file, making sure I have only the actual UVset I need as "map1"
    merging
    all elements into a new mesh I want to have share one texture set.

    If that fails, I delete the *.mtl file that´ll be generated along
    with the *.obj.

    If I can, I´ll also assign the default lambert Maya material,
    especially when
    I want to salvage stuff from an existing Substance Tree.

    In a nutshell, I´ll try to do *.obj exports from Maya, avoiding
    Softimage Clusters.

    tim

    P.S: When I´m refering to *.fbx in a 2014 build version, it´s
    because that´s what a
    Unreal Engine 4 expects to get, afaik they don´t support the fbx
    2015 fully officially.




    Am 13.04.2015 um 11:58 schrieb Martin Yara:
    It worked ! Thanks!

    It was the "Smoothing Groups" in Maya, it wasn't checked.

    I still wish there was a way to convert that normal cluster though :P

    Martin

    On Sun, Apr 12, 2015 at 6:33 PM, Tim Leydecker <[email protected]
    <mailto:[email protected]>> wrote:

        In the Softimage FBX import options, there is a checkbox
        under "Include":

        Hard Edges - that´s off by default, you want this on.

        I´m setting this to on and then I get a MarkHardEdge/Vertex op
        floating in the Modeling Stack on import of the *.fbx

        Those egdes are indentical to what I selected as Hard edges
        in Maya and
        they show up blue as one would expect inside Softimage.

        Unless you had triangulate on while exporting from Maya,
        that´ll create
        extra
        hardened edges, due to the triangulate option doing it´s thing.

        Unreal4engine would like to have Tri´s for import of *.fbx
        files but in
        terms
        of full control, it´s not adviseable to have *.fbx decide on
        triangulation.

        It´s better to do that manually based on the desired result
        and have *.fbx
        not triangulate automatically, which can lead to unwanted
        shading errors.

        For best I/O between Softimage and Maya, autotriangulation
        should definitely
        be off.


        Cheers,


        tim

        Am 12.04.2015 um 11:09 schrieb Martin:
        > I only get a normal cluster, so visually it is the same but
        the edges are not marked (no blue edges).
        >
        > I'll try different options and FBX versions just in case.
        Maybe something had changed in newer versions.
        >
        > Although it is visually the same, the problem with this
        normal cluster is that it is very fragile if you need to
        change topology and do some other things after that. Also any
        script reading hard edges won't work. Also you can't add hard
        edges because this cluster overrides everything. I'm not sure
        how much this could affect the output to a game data format
        but the biggest problem is that my client just won't accept a
        normal cluster instead normal hard edges.
        >
        > The easiest solution I found was to disconnect hard edges
        in Maya, and in SI, select border edges, mark them as hard
        and merge. Easily scriptable. Not quite the same but close
        enough.
        >
        > The problem is when I don't have the original Maya data and
        only have an FBX and/or a SI data with user normal cluster. I
        though it wouldn't be that hard to convert somehow that
        cluster to edges, but it seems it is.
        >
        > Martin
        > Sent from my iPhone
        >
        >> On 2015/04/12, at 17:17, Tim Leydecker <[email protected]
        <mailto:[email protected]>> wrote:
        >>
        >> Maybe I don´t get the question properly but for the
        following, it seems to work:
        >>
        >> In Maya, create Polysphere, select some edges, go to
        Normals>Harden Edge
        >>
        >> Export the sphere using *.fbx, in the *.fbx export options
        under Geometry, make
        >> sure that "Smoothing Groups" is ticked on and Tangents and
        Binormals is on, too.
        >>
        >> IIRC, in the *.fbx export options, those setting can
        sometimes be ticked off from a preset.
        >>
        >> In Softimage, go to File>Import>Import FBX...
        >>
        >> In my little test using Maya 2014/Softimage2014 and *.fbx
        plug-in version 2014.1 (release 214447),
        >> the sphere came in fine into Softimage, showing the hard
        edge rings created in Maya correctly.
        >>
        >>
        >> Cheers,
        >>
        >> tim
        >>
        >>
        >>> Am 12.04.2015 um 00:46 schrieb Matt Lind:
        >>> Technically speaking, hard edges is just a special case
        of normal cluster where the specific normals associated with
        the edges are not smoothed via smoothing/discontinuity/etc...
        They are left in their original raw state (perpendicular to
        surface).  You do not need to create "hard edges" to have the
        same end result of faceted edges on the mesh.  You only need
        to know which normals in the normal cluster should be
        interpolated vs. not.
        >>>
        >>> Normals live on samples (or 'polygon nodes' for the
        specific case of polygon meshes), which are the original
        unshared vertices of the mesh.  If you want to preserve hard
        edges coming from Maya, you'll need to keep track of the
        sample indices and make sure they don't change during the
        transition.  If the samples change order, then your backup
        plan is to record the vertex index and polygon index together
        in Maya and pass that along as metadata to Softimage as
        that'll be needed to identify which sample on a vertex should
        be flagged for hard edges (because each vertex in Softimage
        has multiple samples).
        >>>
        >>> If polygon indices change too, then the only brute force
        method available is to unshared all the edges of the mesh in
        Maya to force the vertices to be unique so when you get them
        over to Softimage it'll be easy to identify and flag...but of
        course unsharing on it's own will force hard edges on all the
        unshared edges so in some ways will defeat the purpose.
        >>>
        >>> An alternate non brute force method (if all the indices
        keep shifting around) is to apply a vertex color property or
        UVW texture projection and record the edge flags there, then
        have a plugin in Softimage read that data and apply the hard
        edges.  A little clunky, but perfectly functional as I'm
        pretty sure vertex colors and texture UVW coordinates are
        properly converted.
        >>>
        >>> Matt
        >>>
        >>>
        >>>
        >>>
        >>>
        >>>
        >>>
        >>> Date: Sat, 11 Apr 2015 19:31:06 +0900
        >>> From: Martin Yara <[email protected]
        <mailto:[email protected]>>
        >>> Subject: Hard edges from Maya to Softimage
        >>> To: "[email protected]
        <mailto:[email protected]>"
        >>> <[email protected]
        <mailto:[email protected]>>
        >>>
        >>> Hi list,
        >>> Is there any way to export hard edges from Maya to
        Softimage as hard edges
        >>> (not normal clusters) ?
        >>> I though about getting a list of edges from Maya, but
        when I import the
        >>> data in Softimage the edge numbers change and differs
        from Maya. Vertex
        >>> indexes are the same though.
        >>>
        >>> Or better, is there any way to convert those normal
        clusters to hard edges?
        >>>
        >>> I have to convert character scene files from Maya to
        Softimage and right
        >>> now I'm redoing all the hard edges in Softimage and it is
        quite time
        >>> consuming.
        >>>
        >>> Thanks
        >>>
        >>> Martin
        >





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