Good tips Jordi and Walter - thanks, it is much appreciated! Mudbox confirmed several meshes with a number of issues. I am going through thhe logfile now :) - Haystack work...
Polydoctor sounds cool. Do you know how Houdini handles shared materials from an fbx file? I need to be able to keep access to shared materials for shading later. //Morten > Den 3. august 2016 klokken 12:31 skrev Jordi Bares <jordiba...@gmail.com>: > > > I use a combination of Mudbox to identify issues and Houdini to fix them, > specially since handling very large datasets is not an issue… > > Try the SOP polydoctor in Houdini to run through series of checks (beware > scale is important as there are some hard coded numbers inside the SOP. > > hope it helps > jb > > > > > On 3 Aug 2016, at 08:52, Morten Bartholdy <x...@colorshopvfx.dk> wrote: > > > > I have run into the odd situation with a scene which crashes xsi when > > saving after making a number of changes, ie. materials, groups, passes and > > partitions, all run of the mill stuff. > > > > The geometry (which is relatively complex - 1939 objects 28+ million polys) > > comes from Maya but is likely generated from CAD software, judging by the > > poor tesselation and joins between surfaces in the modeling. > > > > In Maya the model looks fine shaded upon initial inspection, but when > > selected displays corrupt geometry on a number, but not all, of the > > individual pieces in Viewport 2. Switching to legacy viewport removes the > > visual glitches... but hardly the problem. The problem is like having an > > extreme randomize node on some of the parts, pointy polygons sticking in > > all directions, changing as the model is orbited. I hoped to be able to > > clean it up somehow and exported it as fbx into xsi, where, initially, it > > looked fine and saved and loaded fine, until I started working with the > > scene. > > > > So my question here is if anybody has good ideas regarding how to possibly > > clean up the geometry, troubleshoot and pinpoint bad geometry - anything > > that can help identify and select the bad parts, and if possible, also fix > > them? I have removed Maya Usernormals (Arnold doesn't like them), merged > > the scene in, and am now in the proces of dotxsi'ing it out and back in in > > order to perhaps shed some bad data on the culprits. I was thinking obj > > export would be so rudimentary it might throw unwanted stuff away, but the > > modle is quite complex hierarchially, so atm I consider it a no go. > > > > Any pointer will be much appreciated. > > > > //Morten > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > > "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. ------ Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.