Hi all,
This is a curiosity question - so I had this issue with some imported meshes that were crashing Max when using V-Ray IPR. The meshes were pretty simple but I guess the normals got mangled. I edited/reset the normals - eyeballing them they seemed good. But the Max minidump and V-Ray log were complaining about normals. So I googled around for a fix and came across this article here:
I tried it and it worked! Okay - sweet! But please explain what is happening when you attach and delete the primitive to fix the issue? Seems like magic!
Thank you!
Daf
Replies
http://wiki.polycount.com/wiki/Normals#3ds_Max
- If you want to use a modifier that clears explicit normals but doesn't change topology, sometimes it's enough to add an Edit Normals modifier to the stack prior to applying an modifier, then add that modifier and move the Edit Normals modifier above it.
I've also made one script to flip explicit normals on meshes (it's possible to do with editable poly in a few steps out of the box but with imported geometry, that takes much more time and necessitates conversion while this is usually near instant).