@Bryan Cavett - Thanks a lot for pointing me to your scripts. I had not seen them before. Ive been studying them quiet a bit! :) So i got some really awesome tips and help from seneca menard on how to approach some of the things i wanna do for smoothing groups by uv island. He even wrote the whole script for me! Very…
Depends, but the hard edge is 'free' when it's already on a uv seam so you get the benefits of using a hard edge without the negative extra cost. As EQ points out in his baking thread the benefits are for (tangent space) normalmaps, by lessening gradients. With the cylinder, sg's via islands would get you almost exactly…
I've decided to start being active around here again. As part of this i will be practicing scripting on my time off. To make a few tools to speed up my workflow. My workflow will focus on Modo to Unreal. So here is the first treat! A smoothing Groups interface! Modo has had smoothing groups for a long time, but its all…
Raul, I am not entirely sure what it is your script does? Are each smooth group a custom angle or is this just another way of firing "vertMap.normals" with the smoothing value in the material properties?
This week i realized that the exporter script i wrote, doesnt export the fbx properly. Does anyone have any experience on that? Ive spent most of my day trying to figure it out. At the end there is a line to tell it to export. And i did this. lx("!!scene.saveAs {$originalSceneName} $fbxType true"); Where $fbxType is a…
I got no luck with pipelineIO,tried every letter combination until burnt out.I want clickable options to see in real time whatever I just made. Raul,your export script simply doesn't export smoothing groups,using modo 501 and it gave me flat shaded meshes with custom imported_normals.SG's assigned with your tool. Looks…
I would imagine you could create list of uv islands and apply different smoothing group to each uv island. It would create smoothing groups number = to uv islands number. Or is there limited number of smoothing groups ? In modo you name them so I don't think so. It's not like in 3ds max where you select them from 32 groups…
If we are talking about having different smoothing groups on each uv islands for baking and viewing in engine won't just iterating through islands and applying unique smoothing groups suffice ? In the example you showed in the picture wouldn't you just apply one smoothing group to caps and another one to the polygons…