FBX and smoothing groups

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Hi there,

I know that houdini does not need smoothing groups.
But unreal and 3dsmax do.

It would be great to be able to set the smoothinggroup “attribute” in houdini and be able to export it and import it.
It is a real pain to have to go to 3dsmax or blender just for that.

How do you deal with smoothing groups in unreal engine?
kind regards

Olaf
Edited by Olaf Finkbeiner - April 26, 2017 19:11:08
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Hi again,
i think i figured it out. I just dont need smoothing groups when i have a normal map.

I just read this about normal map creation and smooting group “seems” will corrupt normal maps:
http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html [chrisalbeluhn.com]

Am i right?

Olaf
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I am investigating smoothing groups in FBX from Houdini in UE4, and I cannot see how Normal Maps effect anything as they are separate from the FBX file. Did you make any progress on this?
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Could making your model into a digital asset (with proper normals) and baking it in Unreal fix the problem?
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I think it's the only way. Then at least you can have varying number of collision elements, without resorting to python, by grouping them in a for-loop.
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