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Author Topic: 3ds Max - How to solve light issue on imported 3ds?  (Read 301 times)

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vonOben

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3ds Max - How to solve light issue on imported 3ds?
« on: December 27, 2018, 02:23:30 AM »

Hi

I've imported a 3ds file and done some editing in 3ds Max 2018 and then used the updated Maraz Exporter (IL2exp_Full_Max2018) for the msh export.

However I've got some lightning issues as seen on these screeshots  :(

The left wing is the edited one and the right wing is the old one:





I've welded all vertex, and checked the normals, any ideas what might be wrong and what to try?

Thanks in advance for any help!

Best rgards

vonOben
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western0221

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Re: 3ds Max - How to solve light issue on imported 3ds?
« Reply #1 on: December 27, 2018, 03:24:05 AM »

Maraz Exporter uses each faces' Smoothing Group information to make exporting result msh data as Consecutive curved shape or Edge splitting shape, by completely different way from Buggy Buggy exporter (it doesn't use Smoothing Group information).

When "To be Edge splitting shape" part is exported as "Consecutive curved shape" or "Both Front face and Back face" are treated as "Consecutive curved shape" because of in a same Smoothing Group , such strange lighting / shading are seen in games.

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vonOben

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Re: 3ds Max - How to solve light issue on imported 3ds?
« Reply #2 on: January 03, 2019, 05:26:16 AM »

Hi western0221!

Thank you very much for the info, I didn't know that!  :)

Previously the upper and lower wing belong to the same smoothing group, but I changed that so they now belong to separate smoothing groups and no light issues in game!  :)

Is it possible to have smoothing between different smoothing groups?

Best regards

vonOben
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western0221

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Re: 3ds Max - How to solve light issue on imported 3ds?
« Reply #3 on: January 03, 2019, 07:42:36 AM »

Is it possible to have smoothing between different smoothing groups?

A Face / Triangle mesh can belong to 2 or 3 or more smoothing groups like 1+2 , 1+5+8.



"smoothing group 1" members and "smoothing group 1+2" members are treated as consecutive surfaces.
"smoothing group 2" members and "smoothing group 1+2" members are treated as consecutive surfaces.
But "smoothing group 1" and "smoothing group 2" are treated as separated.
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vonOben

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Re: 3ds Max - How to solve light issue on imported 3ds?
« Reply #4 on: January 04, 2019, 04:25:56 AM »

More valuable information, much appreciated!  :)

Do those two alternatives shown in the image give the same result in game?

I tried this:
Smoothing Group 1: Upper side of wing + upper chamfer



Smoothing Group 4: Lower side of wing + lower chamfer



Smoothing Group 5: Wing cutout + upper chamfer + lower chamfer



But the result was a light problem on the underside of the wing:

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vonOben

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Re: 3ds Max - How to solve light issue on imported 3ds?
« Reply #5 on: January 05, 2019, 01:07:24 AM »

Some more testing done:

Smoothing Group 1: Upper side of wing + cutout + upper and lower chamfer



Smoothing Group 4: Lower side of wing + cutout + upper and lower chamfer



But the result was a light problem on the upper side of the wing:  :(



Then I went back to separate smoothing groups without shared surfaces.

No light issues but less smooth.  :-X



I'll might make some more test using this approach:



Hints and suggestions are very welcome of course.  ;)


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western0221

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Re: 3ds Max - How to solve light issue on imported 3ds?
« Reply #6 on: January 06, 2019, 02:14:20 PM »

Those "curve and edge neighbors" are headache in low polygon 3D modeling.
Almost impossible to solve it only smoothing group in keeping numbers of polygons and vertices, I think.

Just the way to solve is divide polys into 4x or 10x high poly model around the troublesome area.

For balancing fps etc. , retune the LOD distance values is also needed if you'll do so (insert a new LOD0 in example).
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vonOben

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Re: 3ds Max - How to solve light issue on imported 3ds?
« Reply #7 on: January 07, 2019, 04:48:33 AM »

Hi western!

I'll be using the separate smoothing groups without shared surfaces then.
It's better than before and good enough for me.  ;)

Best regards

vonOben
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