maya -> fbx -> houdini and viewport shading inverted

   1802   0   0
User Avatar
Member
159 posts
Joined: July 2010
Offline
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
  • Quick Links