There is a very fast workflow in Blender to simulate smooth intersections of booleans by using offset cut. It does not create nice geometry, but it works visually. Is there any sort of script that can replicate something like this in 3dsmax? If I export meshes that have a Meshmachine offset-cut from Blender to 3dsmax the…
Thanks but the Retopo modifier really isn't an option for clean HS topology. I need to keep the geometry the same. The only reason I want to use Blender right now is for the Meshmachine Offset Cut. All the other modeling I do in 3dsmax. There must be some reason for the topology mismatch between Blender and Max. Geometry…
IMHO as soon as you do a boolean, you no longer have clean HS topology. I think retopo really could be the best option. Some examples https://cganimator.com/3dsmax-2021-3-retopology-modifier-quick-start-part-2/
Besides using Edit Normals modifiers, you could also maybe fix it by selecting all the faces and pressing Retriangulate (Editable Poly > Edit Polygons > Retriangulate)? The file probably only holds the point order for each face instead of per-triangle, and so the results are going to vary based on the method used by an app…
So the triangle fan was obj and the vertex normals problem is fbx? Have you tried deactivating Smoothing Groups in the fbx import settings? Edit: Interesting. While Hardmesh seems to be discontinued, last time I checked, 2021 seemed to be the last supported version, and it still says that on the main page, but when I just…
There are many options in max, but none comes close to the fast results you get from off-set cut. In principle it should be possible to do something similar with the boolean intersection and generating a spline mesh used as a cutout. But then trying to fill that removed strip of geometry with new topology like the strip of…
That fits. Conversion between smoothing groups and not smoothing groups is kind of not possible (face boundaries vs vertices) For the OP - when you Boolean in max (maybe proboolean) it generates an edge selection where the objects intersect. I've used that to generate fillets/clean up/ make welds etc in the past
I don't know where they were authored, but I remember having fbx that (at least seemingly) came with both explicit vertex normals and smoothing groups. Unchecking SGs on import resulted in meshes with correct explicit vertex normals.
Fbx has several ways to represent normals - what it uses is defined by the export process Since blender doesn't (and can't) use the official SDK for fbx export it's rife with these sort of issues.