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Odd normals issues

Posted: Mon Feb 28, 2011 12:53 am
by gvnwst
Hey all, not sure if this has been asked (Couldn't find anything) but I'm having some really weird issues with object normals in my latest project.
As you can see, the background quite odd...Max reported no export errors, and I am only using about 450 MB of my VRAM (out of 900 total in my GTX 260). I assume there is some trouble with the normals on the object. (the material isn't causing it, from what I can tell, either)

Any ideas/another thread this problem has been solved on?

Thanks,

Gavin

Oh and I'm running 2.43, which I understand to be the latest release...

Re: Odd normals issues

Posted: Mon Feb 28, 2011 1:53 am
by kubo
yeap, it's not a normals problem, rather is an issue with the scale, check to see if max scale is in meters (there is TWO configs to change, under customize "units setup" AND "system unit setup", change both to meters) and scale properly your scene, you'll get rid of those artifacts.

Re: Odd normals issues

Posted: Mon Feb 28, 2011 4:51 pm
by gvnwst
Kubo -- thanks for the idea...but that still didn't fix it. (my two unit setups in Max _were_ different, but making them both meters didn't do a thing)

Re: Odd normals issues

Posted: Mon Feb 28, 2011 10:00 pm
by kubo
well, there is another rare bug max related. Move your whole scene to the 0,0 point for example place your guitar base there. Re-export, if your scale is right this is the only other thing that could be producing that result. It's a max limitation concernig distance from origin.
Cheers

Re: Odd normals issues

Posted: Tue Mar 01, 2011 9:23 am
by ttaberna
Maybe the scale in octane import parameters is set different than meters.
Check it out in account prefs in the octane file menu and match them between max and octane.
Then you have to check the scale value in the OBJ exporter in max. to be set to 1, sometimes it is set to 0.01.
and of course, ALWAYS set your scene near to origin (0,0,0) as master kubo said.
Cheers

Re: Odd normals issues

Posted: Tue Mar 01, 2011 12:00 pm
by Skeletor
Try to turn up the ray epsilon a bit and see if it helps

Re: Odd normals issues

Posted: Tue Mar 01, 2011 12:08 pm
by suhail_spa
lastly...
also check if you dont have another instance of background copied over itself..

nice guitar model btw... :)

Re: Odd normals issues

Posted: Tue Mar 01, 2011 9:16 pm
by gvnwst
Thanks for all the help, guys. My scene was, somehow, like 20 meters above origin, that helped a lot (there were still one or two oddities), then I found that my ray episilon setting was at 0...changing that fixed the rest.
Now I just need to get those steel materials looking better. xD

suhail_spa wrote:nice guitar model btw... :)
Thanks!