Here are the files:
One is the IGES export from PRO/E
One is the SLP export from PRO/E
One is the OBJ export from Blender
I can check them all but SLP using FreeCAD. I think SLP output from PRO/E is missing normals data. I hope I'm wrong.
I'll check importing STL format.
Thanks for any help.
Daniele
Smoothing problem
- Attachments
-
- st2slp.zip
- (174.15 KiB) Downloaded 318 times
-
- st2obj.zip
- (37.05 KiB) Downloaded 303 times
-
- st2igs.zip
- (21.12 KiB) Downloaded 310 times
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Hi, i test the .obj and the .slp file in blender and the slp mesh is much better.
You have to set smooth in blender an use the edge split modifier, also "Apply all Modifier" during export from blender to .obj.
Cheers mib
Edit: .slp is blue
You have to set smooth in blender an use the edge split modifier, also "Apply all Modifier" during export from blender to .obj.
Cheers mib
Edit: .slp is blue
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
Many thanks for your test !
I'm not in front of the O.R. computer but... this is exactly what I done. (At least it seems).
Edge split to 10 (or similar value) plus 'set smooth'. In Blender I could see the quality/quantity of the smooth changing depending on edge split value.
Actually I didn't apply the e.s. modifier... seems a stupid question... do I have to apply it or it's enough to see it in the modifier's stack ?
I'll try later. Anyway thanks again for your time.
I'm not in front of the O.R. computer but... this is exactly what I done. (At least it seems).
Edge split to 10 (or similar value) plus 'set smooth'. In Blender I could see the quality/quantity of the smooth changing depending on edge split value.
Actually I didn't apply the e.s. modifier... seems a stupid question... do I have to apply it or it's enough to see it in the modifier's stack ?
I'll try later. Anyway thanks again for your time.
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
I tested smooth + edge split and it works. Many thanks.
The only remaining problem is the strange reflection i've got in my scene.
I enclosed some pictures of the same scene with different zooming. The image reflected on the flat surface has to be the same, but I obtain a somehow irregular picture depending also on the zoom.
The scene to be reflected is (part of) reflb5.jpg
Using a simple scene, the part + sphere, the reflection is good (reflb6.jpg)
Any hints ?
The only remaining problem is the strange reflection i've got in my scene.
I enclosed some pictures of the same scene with different zooming. The image reflected on the flat surface has to be the same, but I obtain a somehow irregular picture depending also on the zoom.
The scene to be reflected is (part of) reflb5.jpg
Using a simple scene, the part + sphere, the reflection is good (reflb6.jpg)
Any hints ?
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
You need to apply modifier.Actually I didn't apply the e.s. modifier... seems a stupid question... do I have to apply it or it's enough to see it in the modifier's stack ?
I always do that when modeling cause I ever forgot to do in export dialog

Nota: think you see why 10° for this object... add set smooth first can help here
Thanks ycarry for your cooperation !
I'll have to better study blender interface. I liked the idea to apply a modifier while keeping it in a stack. So I could see all the modifier applied to an object and eventually modify any of them (even the very first one).
Applying a modifier automatically remove it from the stack (how to modify it later ?)
But I'll check on the Blender site, here it seems way too OT.
Any idea on the strange reflection ?
I'll have to better study blender interface. I liked the idea to apply a modifier while keeping it in a stack. So I could see all the modifier applied to an object and eventually modify any of them (even the very first one).
Applying a modifier automatically remove it from the stack (how to modify it later ?)
But I'll check on the Blender site, here it seems way too OT.
Any idea on the strange reflection ?
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
To modify later do not apply...Applying a modifier automatically remove it from the stack (how to modify it later ?)

... but apply modifier when export:Any idea on the strange reflection ?
- Attachments
-
- apply_mod.jpg (22.86 KiB) Viewed 5080 times
In Blender, If you use a subsurf modifier set to "Catmull-Clark" with a sufficient level (usually 2 is fine) and apply this modifier, you should have no problem.
Smooth problems are often due to non subsurfaced objects, or subsurfaced objects with "Simple subdivision" instead of Catmull-clark.
Smooth problems are often due to non subsurfaced objects, or subsurfaced objects with "Simple subdivision" instead of Catmull-clark.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- Synthercat
- Posts: 284
- Joined: Mon Aug 30, 2010 11:12 am
- Location: Thessaloniki Greece
I dunno if that helps but if you want to have an object partly smoothed and partly solid you have to use different materials on blender so when exported to Oct it would look as it should be.
Linux Mint 19.3 | GTX-1080Ti | AMD FX-8320 (OCed 4.4GHz) | 16GB RAM