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Howdy everyone,
Thanks for bringing this to our attention. I used Maya to verify and had the same issues:
- Source mesh, smooth with custom normals (large faces of cube flat, bevels smooth)
- Added to project as a FBX file:
- It comes in with smooth normals, but they are not correct and the custom normals do not make it through.
- Manually exported .cgf from Maya using legacy exporter
- Custom normals are correct We've put in a ticket to get this fixed and will get back to the community when more comes to light.
In the meantime, the workaround for getting correct 'custom normals' on meshes in Lumberyard is to use the exporter for Maya / 3dsMax and export .cgf files.
We will let you know when we know more.
They works.
It's hard to tell what's happening in your pic as the bright side is almost flat and the darker shade looks quite strange, possibly depending to other factors.
Try my fbx it works.
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4071-cube.zip|attachment (4.91 KB)cube.zip
Put vertex normal visualization to check as I did in this picture just to be sure it's not the material or something else.
Sorry the visualized vertex normal tricked me so I didn't paid attention to the roundness.It's quite strange indeed as the showed normals are the same, maybe something in the tangent space calculation.
Ok, so I had a post all made up, then did some more testing and realized my information was incorrect. While it was exporting certain custom normals, the shading on the chamfered box was exactly the same as the one with one smooth group. I tried everything I could think of to get the normals to display correctly, but was unable to. Smooth groups: 1, custom, flat, respectively.
Blender:
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LY:
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ASCII FBX:
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