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Lightwave mesh to Fusion ?

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Wolfgang Baer

  • Posts: 37
  • Joined: Mon Mar 09, 2015 4:55 pm

Lightwave mesh to Fusion ?

PostFri Jun 19, 2015 6:58 am

Hi,
I made a capsule in Lightwave -> exported it to obj -> imported it into Fusion.
It seems that the resulting mesh in Fusion is not welded. Each poly seems to be on its own.
I also tried fbx export / import but get the same result.

LW-to-Fusion-1.png
LW-to-Fusion-1.png (101.68 KiB) Viewed 2056 times
LW-to-Fusion-2.png
LW-to-Fusion-2.png (423.01 KiB) Viewed 2056 times


In the attached images you can see a Fusion build in mesh and the imported one from Lightwave.
Both have a displace node applied which is driven by a noise function.
The build in mesh deformes like I expect it. The LW imported mesh does not. Its polygons just move away from each other.

Does anybody have experience with stuff like this and can tell me, if it is possible at all to get a welded mesh into Fusion?

Many thanks in advance.

P.s. I will ask on the Lightwave forum as well.
Attachments
OBJ-import-test.zip
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SvenNeve

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Re: Lightwave mesh to Fusion ?

PostFri Jun 19, 2015 10:39 am

In Lightwave, on the used material/shader, make sure you have your shading Smooting set to On, and make sure it is set to something greater than 0.

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Blazej Floch

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  • Joined: Tue Nov 11, 2014 12:48 am
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Re: Lightwave mesh to Fusion ?

PostFri Jun 19, 2015 11:25 am

You could also use the Weld3D tool.

Either way the problem starts in the 3D app/Format not Fusion. If the object has multiple normals per "point" (often described as smoothing groups in 3D apps) then in OpenGL, 3DS and other formats you really have multiple vertices each with its own normal.

Now this works most of the time but when you modify the vertices with regard to their Normals the faces will detach.

Paste this example:
Code: Select all
{
   Tools = ordered() {
      Shape3D1 = Shape3D {
         Inputs = {
            Shape = Input { Value = FuID { "SurfaceSphereInputs", }, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
            ["SurfaceSphereInputs.ObjectID.ObjectID"] = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { -165, 247.5, }, },
      },
      Weld3D1 = Weld3D {
         Inputs = {
            SceneInput = Input {
               SourceOp = "Shape3D1",
               Source = "Output",
            },
            WeldMode = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 55, 247.5, }, },
      },
      Note1 = Note {
         Inputs = {
            Comments = Input { Value = "Seperates each vertex.", },
         },
         ViewInfo = StickyNoteInfo {
            Pos = { 0, 313.5, },
            Flags = {
               Expanded = true,
            },
            Size = { 196, 179.3, },
         },
      },
      Note1_1 = Note {
         Inputs = {
            Comments = Input { Value = "The Displace would not look different as the normals on the seperated vertices are the same.\r\n\r\nBy recalculating them to \"FACETS\" or \"individual Smoothing Groups\" in other terms their normals will differ.", },
         },
         ViewInfo = StickyNoteInfo {
            Pos = { 330, 313.5, },
            Flags = {
               Expanded = true,
            },
            Size = { 196, 179.3, },
         },
      },
      ReplaceNormals3D1 = ReplaceNormals3D {
         CtrlWZoom = false,
         Inputs = {
            SceneInput = Input {
               SourceOp = "Weld3D1",
               Source = "Output",
            },
            ["Normals.SmoothingAngle"] = Input { Value = 2.3478261, },
         },
         ViewInfo = OperatorInfo { Pos = { 385, 247.5, }, },
      },
      Note2 = Note {
         Inputs = {
            Comments = Input { Value = "You may try to set the various steps to passive to better understand the effect.", },
         },
         ViewInfo = StickyNoteInfo {
            Pos = { 605, 313.5, },
            Flags = {
               Expanded = true,
            },
            Size = { 196, 179.3, },
         },
      },
      Displace3D1 = Displace3D {
         Inputs = {
            SceneInput = Input {
               SourceOp = "ReplaceNormals3D1",
               Source = "Output",
            },
            Scale = Input { Value = 1, },
            Input = Input {
               SourceOp = "BrightnessContrast1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 660, 247.5, }, },
      },
      BrightnessContrast1 = BrightnessContrast {
         Inputs = {
            Brightness = Input { Value = 0.624, },
            Input = Input {
               SourceOp = "Background1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 660, 148.5, }, },
      },
      Background1 = Background {
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            Gradient = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 1, },
                     [1] = { 1, 1, 1, 1, },
                  },
               },
            },
         },
         ViewInfo = OperatorInfo { Pos = { 660, 115.5, }, },
      },
   },
}
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Wolfgang Baer

  • Posts: 37
  • Joined: Mon Mar 09, 2015 4:55 pm

Re: Lightwave mesh to Fusion ?

PostSat Jun 20, 2015 7:33 am

Thank you gentlemen,
got it to work.

LW-to-Fusion-3.png
LW-to-Fusion-3.png (319.44 KiB) Viewed 2001 times
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