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Encode "smoothing groups" for Unity in an FBX?


guache

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I want to import a Houdini mesh into Unity via FBX. In Houdini, the object has vertex normals which define hard/soft edges. I export with the FBX ROP. No matter which FBX options I try, I can't pass this hard/soft edge info on to Unity. I can re-define normals in Unity by face angle, but I'd prefer to read in Houdini vertex info directly. Unity expects "smoothing groups", which don't exist in Houdini. I don't see any "smoothing" related options in the FBX ROP. Someone else, when exporting to Unreal, fixed this by adding a string prim attribute in Houdini to define "smoothing groups". But this prim attribute is Unreal-specific (1st link). I'm not the first having trouble importing hard/soft edges into Unity (2nd link).

https://www.sidefx.com/forum/attachment/f7125ef24d8648354a6623078f76b2015c14066d/

https://polycount.com/discussion/92226/fbx-and-vertex-normals-of-a-skinned-mesh

 

 

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