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[Closed] recreating bad meshes imported from CAD

found it’s lot less troublesome if you change the units to metric and turn off all that hardware shading gubbings too. no need for shadows and ambient occlusion.

I’m actually struggle to find any issues with the mesh :shrug:

1 Reply
 em3
(@em3)
Joined: 11 months ago

Posts: 0

interesting! Where are your CAD files originating from?

that max file with the tubes in it.

1 Reply
(@denist)
Joined: 11 months ago

Posts: 0

i tried it too. no really luck. the data is too broken. i couldn’t find any system.

the nearest two pipes seemed to be duplicates sitting on top of each other and meshes were just inside out. Which is easier to see if you switch to 1 default light. the file was opened in 32bit max 2010, there was 3 missing wotsits on opening but as said before apart from having backward normals and some duplicates I can’t see any problems.

that’s how it looks after i moved some faces:
amost all faces are overlapped…

FYI, in the case of CAD data with vertex normals, never flip using Edit/Editable Mesh or Normal Modifier as it will break the vertex normals and revert to face normals. You can however convert to Editable Poly (Edit Poly modifier will break vertex normals) and then flip faces while retaining vertex normals.

For more info search the forum here for my various posts related to vertex normals.

-Eric

2 Replies
(@denist)
Joined: 11 months ago

Posts: 0

i think that people are ready to reset all normals just get them right. no one asked about keeping (or rebuilding) original CAD normals.

 em3
(@em3)
Joined: 11 months ago

Posts: 0

Honestly I will take whatever solution presents itself first as long as there is a high level of predictability. The only reason I started to trace over the models was I thought max would lay it all out correctly. At least now I understand why it doesn’t do that.

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