Hello everyone,
I´m trying to render a product for a client. I have a polygonal model created in Blender and exported as FBX file format. When importing to KS and switching to “interior lighting preset”, which I want to use, surface looks weird. It happens on several surfaces, without obvious reason. Back-check of affected surfaces showed no errors on mesh. Any ideas what could cause this problems?
Is this with already a material applied or just a colour? Maybe try to right click the mesh, select edit normals and click apply.
Simple plastic material applied, but it is the same with color only. Changing material types did not make any change as well as “edit normals”. Affected surfaces are looking just good. I tried to import original FBX to Rhinoceros and run MeshRepair command. No errors found.
Hi @adam.danko if you want you may sent me a PM with a link to the file, wetransfer.com for example. I can take a look and see if I see if there is something off in the geometry. It could also be that you have 2 exactly the same pieces of geometry on top of each other which will cause something like z-fighting I think it’s called. Basically the viewer doesn’t know which of the two is top and you get also weird artifacts.
You also see this happen sometimes in games where you get a real flickering of those parts, mostly in the distance when the space between two get to low to figure out what is the top element.
@oscar.rottink I agree, it looks this way. But it is happening on many parts (randomly?) and I do not see anything to improve in the process. I created and rendered quite a lot of geometries, but this bug is completely new
I have no problem to share simple test scene here, so if you @oscar.rottink or anybody else can look at it, I will appreciate. Thanks.
@adam.danko it’s an odd one! It doesn’t seem to have anything to do with the geometry. I tried the following
- cleaned the model in MODO which automatically merges vertices etc if needed
- removed the kind of partly UV which was in the exported fbx
- removed the normals which were part of the fbx
- imported the exported fbx in KS11 to see if the same happened
The thing is, none of those thing did help. And at first I thought it would be ok while rendering but it shows exactly the same if you render.
What does work is changing the render mode to GPU but I guess there is a reason you render using the CPU.
What also works, but I’m sure you know, is changing the lighting mode to Product and change the sliders to the same as Interior. But that might still give you a bit of a different result as you’re used to be since I think it does some different things behind the scene.
In KeyShot 11 the effect is way less obvious but if you rotate it you will still see those weird patterns but very little and only if you look at it with a very small angle.
While typing this I thought about something else to try and it works!
If I export your geometry to obj instead of fbx and import it I’ve no issues anymore and it looks like it should. It’s still odd an fbx gives such a weird effect and I guess it has to do with smoothing groups or another file-format option which fbx supports but obj doesn’t. But that’s more my common sense than I actually know enough to pinpoint the actual issue.
Maybe @philip.rasmussen can forward it to someone at Luxion to take a closer look (hope you don’t mind tagging you but this is an interesting issue).
@oscar.rottink Thank you for your breathtaking analysis. I will work with some recommendations and ideas you mentioned for this project, but I think the core problem is still not obvious and it will be great to find out what is happening here to avoid this problem in the future… and maybe help other Keyshot users too. One thing that for now worked for me was to export whole model directly from Blender using official Keshot plugin. It seems to work like a charm.
It’s nice the plugin works as well! But like you, I’ve imported countless FBX files and never saw those weird patterns. It could also be caused by the way Blender exports to fbx or options used while exporting to FBX (there are quite a few).
Hope to see some final render once
Sure you will. Just keep an eye on Werkemotion Design Studio releases
Awesome things at the site, really really diverse!