Shading breaking. Please advise?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Bulwerk
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I am having an issue and wanted to pass it by the folks on this forum.

I have tried various ways to get around. Since this is a CAD import is contains a Normals tag and changing the Geometry in anyway completely ruins the phong shading so welding points and the like seem to be off limits. Anyone out there know whats up? Am I stuck with this problem?

Working with client provided CAD files for a visualization project and I keep running into odd shader behavior.
I am trying to simulate a metallic fleck paint with clear coat. Here is a picture of the problem.
Normals-Shader 3.PNG
Here is a wire frame of what the model looks like in the problem area.
Wire.PNG
Normals as they look in C4D viewport.
C4D Normals.PNG
And some info passes showing what what the normals look like
Vertex Normal
Vertex Normals.PNG
Tanget normals
Tanget Normals.PNG
And just to make sure it was not just my material shader properties I used Silverwings very nice Car paint shader and the problem persists.
Attachments
Normals-Shader 2.PNG
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Liketheriver
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Hy Bulwerk,

Is the material tag applied in uvw mode? this happens when the object don't have an UVmap and you apply bump or other uv-related stuff to the texture assigned to it

LTR
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Bulwerk
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Thanks for the reply Liketheriver

It does seem to be very UV map dependent. Here is a new render with better UV mapping but not perfect.
Normals-Shader 3-UVW projection.PNG
I guess my new challenge is trying to UV unwrap the super high poly model better :( There are so many co-planer surfaces with un-wleded points :x
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aoktar
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Some normals are reverted partially. Try to unify all normals.
Tangent or shading normals that the things is required to be checked, not vertex normals i suppose.
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Liketheriver
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glad to help Bulwerk,

for the uv unwrap you can try roadkill http://www.pullin-shapes.co.uk/page8.htm, is simply to use

LTR
i7 12900k | 128GB ram | 4090 | Windows11
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