FBX export Houdini to Unreal. Normals correct but shading not

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I'm having a problem exporting geo via fbx to Unreal.
The Geo is a section of a torus with inverted normals. When I import the geo and open it in Unreal the mesh lights as if the normals were revered but displaying normals shows them pointing in the desired direction.

Importing it in to other 3d software shows the mesh as expected it just seems to be unreal.

If I go via maya -> freeze -> delete history -> set normals to face -> smooth -> reverse normals -> export, it comes in as expected in to unreal but I have basically just rebuilt normals in maya.

Any ideas?
Cheers

UV's and Normals are vertex
Houdini fbx export has been tried as 2016 and 2014
Houdini version 17.5.173
Unreal is 4.21.2
Edited by Dryrainstudios - May 3, 2019 17:28:35

Attachments:
problemUmbrella.JPG (81.3 KB)

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Fixed it thanks to some help. Primative normals needed to be reversed and normals on points. Vertex normals is for smoothing
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