When I import a model from maya via fbx, the viewport shading of the model in houdini is inverted.
It renders fine, but I would like the viewport opengl shading to be consistent with the mantra render.
A workaround is to append a facet sop with Post-Compute Normals and Reverse Normals enabled. Optionally I enable Cusp Polygons with the value set to match the intended smoothness / sharpness of the surfaces.
Is there a way to maya export fbx / houdini fbx import geometry to ensure consistent viewport open GL shading, without the above extra steps?
thanks
-synthetic
maya -> fbx -> houdini and viewport shading inverted
1910 0 0- syntheticperson
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