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  1. #1
    Junior Member
    Join Date
    Dec 2011
    Posts
    11

    non manifold geometry exported from speedtree

    Hello

    We are running into an issue with some of our trees exporting with non-manifold geometry in the leaves. A random scattering of half of a leaf's polygons are facing up and the other half down.

    sometimes this occurs with geo that comes from speed tree libraries and other times it's happening on leaf geo that I have created from scratch in maya (where it definitely did not have non-manifold geo).

    I am wondering if this is a bug or if there is a setting in Speed Tree that will force adjacent poly normals to all face the same direction when exporting.

    For troubleshooting sake, I have tried exporting and importing the fbx from speedtree with all the various options combinations, no settings here made any difference.

    Any ideas why we are getting non-manifold geo?

  2. #2
    Administrator
    Join Date
    Jul 2011
    Posts
    330
    Hello,

    Unfortunately, this one is a small bug that has to do with flipped leaves. We have fixed it for the next version, which is due out very soon.

    A workaround for right now is to uncheck the "Leaves:Flip" property on your leaf generators, as only flipped leaves exhibit the problem.

  3. #3
    Junior Member
    Join Date
    Dec 2011
    Posts
    11
    Good to hear the new version is out soon.

    Unfortunately none of the leaves on my test trees are flipped. I can resort to separating all the edges of all the leaves for now and sometimes maya's non-manifold cleanup works.

    IF there's anything else that might cause this, let me know and I'll test on my scenes.

  4. #4
    Member
    Join Date
    Aug 2011
    Posts
    51
    Hi Chad,

    If you can send us an example of a bad FBX to support@speedtree.com, we can take a look at what you're talking about. Are you noticing the flipped faces in Maya, I assume? Or another 3D app?
    - Steve Klipowicz
    - SpeedTree Team

  5. #5
    Junior Member
    Join Date
    Dec 2011
    Posts
    11
    In maya, yes

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